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	Prep stuff
pending asset hash changes
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					 3 changed files with 7 additions and 7 deletions
				
			
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			@ -2,7 +2,7 @@ cmake_minimum_required(VERSION 3.0)
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# DO NOT CHANGE THIS SRB2 STRING! Some variable names depend on this string.
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# Version change is fine.
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project(SRB2
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	VERSION 1.1.0
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	VERSION 1.2.0
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	LANGUAGES C)
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if(${PROJECT_SOURCE_DIR} MATCHES ${PROJECT_BINARY_DIR})
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			@ -1,4 +1,4 @@
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version: 1.1.0.{branch}-{build}
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version: 1.2.0.{branch}-{build}
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os: MinGW
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environment:
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			@ -29,7 +29,7 @@ environment:
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 ##############################
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 DPL_ENABLED: 0
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 DPL_TAG_ENABLED: 0
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 DPL_INSTALLER_NAME: srb2kart-v110
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 DPL_INSTALLER_NAME: srb2kart-v120
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 # Asset handling is barebones vs. Travis Deployer. We operate on 7z only.
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 # Include the README files and the OpenGL batch in the main and patch archives.
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 # The x86/x64 archives contain the DLL binaries.
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			@ -149,10 +149,10 @@ extern FILE *logstream;
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// most interface strings are ignored in development mode.
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// we use comprevision and compbranch instead.
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#else
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#define VERSION    110 // Game version
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#define VERSION    120 // Game version
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#define SUBVERSION 0 // more precise version number
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#define VERSIONSTRING "v1.1"
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#define VERSIONSTRINGW L"v1.1"
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#define VERSIONSTRING "v1.2"
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#define VERSIONSTRINGW L"v1.2"
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// Hey! If you change this, add 1 to the MODVERSION below! Otherwise we can't force updates!
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// And change CMakeLists.txt, for CMake users!
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// AND appveyor.yml, for the build bots!
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			@ -225,7 +225,7 @@ extern FILE *logstream;
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// it's only for detection of the version the player is using so the MS can alert them of an update.
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// Only set it higher, not lower, obviously.
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// Note that we use this to help keep internal testing in check; this is why v2.1.0 is not version "1".
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#define MODVERSION 5
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#define MODVERSION 6
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// Filter consvars by version
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// To version config.cfg, MAJOREXECVERSION is set equal to MODVERSION automatically.
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