collision layers
[carveJwlIkooP6JGAAIwe30JlM.git] / build.c
diff --git a/build.c b/build.c
index 65a7593517b9535ec6da2771c7b11b6b36d7dc49..97b269e9a6f969070d2638cba63ef984170593e4 100644 (file)
--- a/build.c
+++ b/build.c
@@ -81,6 +81,7 @@ void build_game( enum compiler compiler )
    vg_build_symbolic_link( "sound_src", "sound" );
    vg_build_symbolic_link( "playermodels_src", "playermodels" );
    vg_build_syscall( "mkdir -p %s/cfg", vg_compiler.build_dir );
+   vg_build_syscall( "mkdir -p %s/savedata", vg_compiler.build_dir );
 
    vg_build_syscall( "mkdir -p %s/tools", vg_compiler.build_dir );
    vg_build_syscall( "cp blender_export.py %s/tools/", vg_compiler.build_dir );
@@ -139,6 +140,9 @@ int main( int argc, char *argv[] ){
       if( vg_long_opt( "clang-server" ) )
          build_server( k_compiler_clang );
 
+      if( vg_long_opt( "clean" ) )
+         vg_build_clean();
+
       if( vg_long_opt( "clang" ) )
          build_game( k_compiler_clang );
 
@@ -192,6 +196,7 @@ void build_shaders(void)
    _S( "scene_route",               "scene.vs", "scene_route.fs" );
    _S( "scene_depth",               "scene.vs", "scene_depth.fs" );
    _S( "scene_position",            "scene.vs", "scene_position.fs" );
+   _S( "scene_cubemapped",          "scene.vs", "scene_cubemapped.fs" );
    _S( "scene_water",               "scene.vs", "scene_water.fs" );
    _S( "scene_water_fast",          "scene.vs", "scene_water_fast.fs" );
    _S( "scene_scoretext",           "scene_sfd.vs", "scene_standard.fs" );