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 );
write_generic_addon_inf( k_addon_type_board,
"Longboard", "board.mdl",
write_generic_addon_inf( k_addon_type_player,
"Outlaw", "ch_outlaw.mdl",
"playermodels_src/skaterift_outlaw/addon.inf" );
+ write_generic_addon_inf( k_addon_type_player,
+ "Chip", "ch_chip.mdl",
+ "playermodels_src/skaterift_chip/addon.inf" );
+ write_generic_addon_inf( k_addon_type_player,
+ "Aaron", "ch_aaron.mdl",
+ "playermodels_src/skaterift_aaron/addon.inf" );
vg_build();
compiled_something = 1;
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 );
/* Scene */
_S( "scene_standard", "scene.vs", "scene_standard.fs" );
_S( "scene_standard_alphatest", "scene.vs", "scene_standard_alphatest.fs" );
- _S( "scene_fxglow", "scene.vs", "scene_fxglow.fs" );
+ _S( "scene_fxglow", "scene_fxglow.vs", "scene_fxglow.fs" );
_S( "scene_vertex_blend", "scene.vs", "scene_vertex_blend.fs" );
_S( "scene_terrain", "scene.vs", "scene_terrain.fs" );
_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" );
+ _S( "scene_font", "model_font.vs","scene_font.fs" );
/* Models */
_S( "model_sky", "model.vs", "model_sky.fs" );