Changed .travis.yml to use cmake. Updated changelog. Updated version number in CMakeLists.txt.

This commit is contained in:
Kyzentun
2015-05-09 08:37:08 -06:00
parent e3aea3ccbf
commit 1389e68bb3
5 changed files with 24 additions and 10 deletions
+3 -2
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@@ -28,7 +28,8 @@ before_script:
- sudo apt-get install -y libglu1-mesa-dev
- sudo apt-get install -y mesa-common-dev
- sudo apt-get install -y libglew-dev
- sudo apt-get install -y cmake
script:
- ./autogen.sh
- ./configure && make
- cmake -G 'Unix Makefiles' . && cmake .
- make
+1 -1
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@@ -49,7 +49,7 @@ include("CMake/DefineOptions.cmake")
# Set up version numbers according to the new scheme.
set(SM_VERSION_MAJOR 5)
set(SM_VERSION_MINOR 0)
set(SM_VERSION_PATCH 7)
set(SM_VERSION_PATCH 8)
set(SM_VERSION_TRADITIONAL "${SM_VERSION_MAJOR}.${SM_VERSION_MINOR}.${SM_VERSION_PATCH}")
execute_process(COMMAND git rev-parse --short HEAD
+5
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@@ -16,6 +16,11 @@ Example:
This means that three strings were added to the "ScreenDebugOverlay" section,
"Mute actions", "Mute actions on", and "Mute actions off".
2015/05/09
----------
* [OptionExplanations] AxisFix
* [OptionTitles] AxisFix
2015/05/05
----------
* [ScreenGameplay] SkipSongText
+8
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@@ -4,6 +4,14 @@ The StepMania 5 Changelog covers all post-sm-ssc changes. For a list of changes
from StepMania 4 alpha 5 to sm-ssc v1.2.5, see Changelog_sm-ssc.txt.
________________________________________________________________________________
2015/05/09
----------
* [general] Workaround for the axis problem added. Set the Axis Fix
preference under Input Options to true if you have the axis problem.
[Fighter19]
* [general] Added XML to Lua converter. See Docs/Themerdocs/XmlToLua.txt for
details. [kyzentun]
2015/05/05
----------
* [Gameplay] Holding Select on gameplay now skips the current song in course
+7 -7
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@@ -46,9 +46,9 @@ something that has to be a certain type.
* File field conditions:
* Images and .sprite files are converted to Sprites.
* .txt and .model files are converted to Models.
* Folders are converted to use LoadActor, which has its own rules for
guessing the actor type.
* Sound files are converted to ActorSound.
* Folders are converted to use LoadActor, which has its own rules for
guessing the actor type.
* Sound files are converted to ActorSound.
* If there is a Text field, the actor is assumed to be a BitmapText.
@@ -118,8 +118,8 @@ So after conversion you might see something like this:
```
xtl_cond_a_result= GAMESTATE:IsPlayerEnabled(PLAYER_1)
local function optional_actor(cond, actor)
if cond then return actor end
return Def.Actor{}
if cond then return actor end
return Def.Actor{}
end
```
The optional_actor function is a convenient way to insert a blank, unrendered
@@ -129,8 +129,8 @@ You'll see it used like this:
optional_actor(xtl_cond_a_result,
Def.Sprite{
Name= "xtl_actor_g",
InitCommand= cmd(x,0;y,0),
Texture= "foo 3x1.png",
InitCommand= cmd(x,0;y,0),
Texture= "foo 3x1.png",
}),
```