X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=build.c;h=a0a253f1a037626ab7f4987b9306a20a500e4aa9;hb=dbbdf411d1aaf70cb995c3371cfae37fd0b7dbcc;hp=60c1db65ab99615351f0e84ab0a8d4010b86c653;hpb=4c673ebccdd6d12e2eb6c2804b79602da98ea8b1;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/build.c b/build.c index 60c1db6..a0a253f 100644 --- a/build.c +++ b/build.c @@ -81,7 +81,10 @@ 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 ); write_generic_addon_inf( k_addon_type_board, "Longboard", "board.mdl", @@ -111,6 +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; @@ -131,6 +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 ); @@ -178,15 +190,17 @@ 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_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" );