Gating network behind compile flag
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@@ -13,6 +13,7 @@ cmake_policy(SET CMP0079 NEW)
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# set(FETCHCONTENT_UPDATES_DISCONNECTED ON)
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option(DUSK_BUILD_TESTS "Enable tests" OFF)
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option(DUSK_NETWORKING "Enable networking support" ON)
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set(DUSK_GAME_NAME "Dusk" CACHE STRING "Game display name")
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set(DUSK_GAME_AUTHOR "YourWishes" CACHE STRING "Game author / coder")
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@@ -90,6 +91,12 @@ target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME}
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DUSK_VERSION="${DUSK_VERSION}"
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)
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if(DUSK_NETWORKING)
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target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
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DUSK_NETWORKING
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)
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endif()
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# Toolchains
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include(cmake/targets/${DUSK_TARGET_SYSTEM}.cmake)
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@@ -116,7 +123,11 @@ if(DUSK_BUILD_TESTS)
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endif()
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# Build assets
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file(GLOB_RECURSE DUSK_ASSET_FILES CONFIGURE_DEPENDS "${DUSK_ASSETS_DIR}/*")
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# Deliberately not CONFIGURE_DEPENDS: that reruns the full CMake configure
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# step (which invalidates generated headers and forces a huge rebuild) on
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# every single asset edit. Re-run cmake manually when assets are added or
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# removed.
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file(GLOB_RECURSE DUSK_ASSET_FILES "${DUSK_ASSETS_DIR}/*")
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add_custom_command(
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OUTPUT "${DUSK_ASSETS_ZIP}"
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COMMAND ${CMAKE_COMMAND} -E make_directory "${DUSK_ASSETS_DIR}"
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@@ -1,4 +0,0 @@
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{
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"mesh": "meshes/buildings/house_1_1.dmf",
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"color": [255, 0, 255, 255]
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}
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@@ -1,4 +0,0 @@
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{
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"mesh": "meshes/buildings/house_1_2.dmf",
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"color": [255, 0, 255, 255]
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}
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@@ -1,4 +0,0 @@
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{
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"mesh": "meshes/buildings/house_1_3.dmf",
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"color": [255, 0, 255, 255]
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}
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@@ -1,4 +0,0 @@
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{
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"mesh": "meshes/buildings/house_1_4.dmf",
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"color": [255, 0, 255, 255]
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}
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@@ -1,4 +0,0 @@
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{
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"mesh": "meshes/buildings/house_1_5.dmf",
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"color": [255, 0, 255, 255]
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}
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@@ -1,4 +0,0 @@
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{
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"mesh": "meshes/buildings/house_1_6.dmf",
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"color": [255, 0, 255, 255]
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}
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@@ -1,4 +0,0 @@
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{
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"mesh": "meshes/buildings/house_1_7.dmf",
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"color": [255, 0, 255, 255]
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}
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@@ -1,4 +0,0 @@
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{
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"mesh": "meshes/buildings/house_1_8.dmf",
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"color": [255, 0, 255, 255]
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}
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@@ -1,4 +0,0 @@
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{
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"mesh": "meshes/buildings/house_2_1.dmf",
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"color": [255, 0, 255, 255]
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}
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@@ -1,4 +0,0 @@
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{
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"mesh": "meshes/buildings/house_2_2.dmf",
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"color": [255, 0, 255, 255]
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}
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@@ -1,4 +0,0 @@
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{
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"mesh": "meshes/buildings/house_2_3.dmf",
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"color": [255, 0, 255, 255]
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}
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@@ -1,4 +0,0 @@
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{
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"mesh": "meshes/buildings/house_2_4.dmf",
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"color": [255, 0, 255, 255]
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}
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@@ -1,4 +0,0 @@
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{
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"mesh": "meshes/buildings/house_2_5.dmf",
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"color": [255, 0, 255, 255]
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}
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@@ -1,4 +0,0 @@
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{
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"mesh": "meshes/buildings/house_2_6.dmf",
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"color": [255, 0, 255, 255]
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}
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@@ -1,4 +0,0 @@
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{
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"mesh": "meshes/buildings/house_2_7.dmf",
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"color": [255, 0, 255, 255]
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}
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@@ -1,4 +0,0 @@
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{
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"mesh": "meshes/buildings/house_2_8.dmf",
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"color": [255, 0, 255, 255]
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}
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@@ -1,4 +0,0 @@
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{
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"mesh": "meshes/buildings/house_3_1.dmf",
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"color": [255, 0, 255, 255]
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}
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@@ -1,4 +0,0 @@
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{
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"mesh": "meshes/buildings/house_3_2.dmf",
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"color": [255, 0, 255, 255]
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}
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@@ -1,4 +0,0 @@
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{
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"mesh": "meshes/buildings/house_3_3.dmf",
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"color": [255, 0, 255, 255]
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}
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@@ -1,4 +0,0 @@
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{
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"mesh": "meshes/buildings/house_3_4.dmf",
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"color": [255, 0, 255, 255]
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}
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@@ -1,4 +0,0 @@
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{
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"mesh": "meshes/buildings/house_3_5.dmf",
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"color": [255, 0, 255, 255]
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}
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@@ -1,4 +0,0 @@
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{
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"mesh": "meshes/buildings/house_3_6.dmf",
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"color": [255, 0, 255, 255]
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}
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@@ -1,4 +0,0 @@
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{
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"mesh": "meshes/buildings/house_3_7.dmf",
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"color": [255, 0, 255, 255]
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}
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