X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=build.c;h=1c17f14e2be01a5814faf0088244f2f7015a53f3;hb=53597f45307d8a2120e3a0bbe71797b216e8750b;hp=acc4b593038efc2aa16109f328c54df247e03d1a;hpb=8b32ad158a3cefae304227f80349d3586e2c186c;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/build.c b/build.c index acc4b59..1c17f14 100644 --- 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 ); @@ -113,6 +114,12 @@ void build_game( enum compiler compiler ) 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; @@ -133,6 +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 ); @@ -180,15 +190,18 @@ void build_shaders(void) /* 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_override", "scene.vs", "scene_override.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" );