Merge branch '2.1.25-prep' into 'next'

Update version to 2.1.25

See merge request STJr/SRB2!507
This commit is contained in:
Monster Iestyn 2019-08-17 14:07:04 -04:00
commit c50831f875
7 changed files with 15 additions and 11 deletions

View File

@ -2,7 +2,7 @@ cmake_minimum_required(VERSION 3.0)
# DO NOT CHANGE THIS SRB2 STRING! Some variable names depend on this string.
# Version change is fine.
project(SRB2
VERSION 2.1.24
VERSION 2.1.25
LANGUAGES C)
if(${PROJECT_SOURCE_DIR} MATCHES ${PROJECT_BINARY_DIR})

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@ -1,4 +1,4 @@
version: 2.1.24.{branch}-{build}
version: 2.1.25.{branch}-{build}
os: MinGW
environment:

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@ -35,7 +35,7 @@
#define ASSET_HASH_PLAYER_DTA "cfca0f1c73023cbbd8f844f45480f799"
#define ASSET_HASH_RINGS_DTA "85901ad4bf94637e5753d2ac2c03ea26"
#ifdef USE_PATCH_DTA
#define ASSET_HASH_PATCH_DTA "b04fd9624bfd94dc96dcf4f400f7deb4"
#define ASSET_HASH_PATCH_DTA "636BD1C9269629AEAC2C3C184754D471"
#endif
#endif

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@ -150,9 +150,9 @@ extern FILE *logstream;
// we use comprevision and compbranch instead.
#else
#define VERSION 201 // Game version
#define SUBVERSION 24 // more precise version number
#define VERSIONSTRING "v2.1.24"
#define VERSIONSTRINGW L"v2.1.24"
#define SUBVERSION 25 // more precise version number
#define VERSIONSTRING "v2.1.25"
#define VERSIONSTRINGW L"v2.1.25"
// Hey! If you change this, add 1 to the MODVERSION below!
// Otherwise we can't force updates!
#endif
@ -217,7 +217,7 @@ extern FILE *logstream;
// it's only for detection of the version the player is using so the MS can alert them of an update.
// Only set it higher, not lower, obviously.
// Note that we use this to help keep internal testing in check; this is why v2.1.0 is not version "1".
#define MODVERSION 29
#define MODVERSION 30
// To version config.cfg, MAJOREXECVERSION is set equal to MODVERSION automatically.
// Increment MINOREXECVERSION whenever a config change is needed that does not correspond

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@ -8818,6 +8818,9 @@ void P_PlayerThink(player_t *player)
if (player->exiting && countdown2)
player->exiting = 5;
// The following code is disabled for now as this causes the game to freeze sometimes
// Monster Iestyn -- 16/08/19
#if 0
// Same check as below, just at 1 second before
// so we can fade music
if (!exitfadestarted &&
@ -8855,6 +8858,7 @@ void P_PlayerThink(player_t *player)
S_FadeOutStopMusic(1*MUSICRATE);
}
}
#endif
if (player->exiting == 2 || countdown2 == 2)
{

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@ -1219,7 +1219,7 @@
C01FCF4B08A954540054247B /* Debug */ = {
isa = XCBuildConfiguration;
buildSettings = {
CURRENT_PROJECT_VERSION = 2.1.24;
CURRENT_PROJECT_VERSION = 2.1.25;
GCC_PREPROCESSOR_DEFINITIONS = (
"$(inherited)",
NORMALSRB2,
@ -1231,7 +1231,7 @@
C01FCF4C08A954540054247B /* Release */ = {
isa = XCBuildConfiguration;
buildSettings = {
CURRENT_PROJECT_VERSION = 2.1.24;
CURRENT_PROJECT_VERSION = 2.1.25;
GCC_ENABLE_FIX_AND_CONTINUE = NO;
GCC_GENERATE_DEBUGGING_SYMBOLS = NO;
GCC_PREPROCESSOR_DEFINITIONS = (

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@ -1219,7 +1219,7 @@
C01FCF4B08A954540054247B /* Debug */ = {
isa = XCBuildConfiguration;
buildSettings = {
CURRENT_PROJECT_VERSION = 2.1.24;
CURRENT_PROJECT_VERSION = 2.1.25;
GCC_PREPROCESSOR_DEFINITIONS = (
"$(inherited)",
NORMALSRB2,
@ -1231,7 +1231,7 @@
C01FCF4C08A954540054247B /* Release */ = {
isa = XCBuildConfiguration;
buildSettings = {
CURRENT_PROJECT_VERSION = 2.1.24;
CURRENT_PROJECT_VERSION = 2.1.25;
GCC_ENABLE_FIX_AND_CONTINUE = NO;
GCC_GENERATE_DEBUGGING_SYMBOLS = NO;
GCC_PREPROCESSOR_DEFINITIONS = (