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