mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-14 16:14:38 +00:00
Full Template for ticket #1
This commit is contained in:
parent
74f265b3b3
commit
f439dc8dcd
2150 changed files with 286240 additions and 0 deletions
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//Microsoft Developer Studio generated resource script.
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//
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#define IDI_ICON1 103
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#define IDI_ICON2 107
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// Next default values for new objects
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//
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#ifdef APSTUDIO_INVOKED
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#ifndef APSTUDIO_READONLY_SYMBOLS
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#define _APS_NEXT_RESOURCE_VALUE 108
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#define _APS_NEXT_COMMAND_VALUE 40001
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#define _APS_NEXT_CONTROL_VALUE 1000
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#define _APS_NEXT_SYMED_VALUE 101
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#endif
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#endif
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#define APSTUDIO_READONLY_SYMBOLS
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/////////////////////////////////////////////////////////////////////////////
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//
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// Generated from the TEXTINCLUDE 2 resource.
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//
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#include "windows.h"
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/////////////////////////////////////////////////////////////////////////////
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#undef APSTUDIO_READONLY_SYMBOLS
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/////////////////////////////////////////////////////////////////////////////
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// English (U.S.) resources
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#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
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#ifdef _WIN32
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LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
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#pragma code_page(1252)
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#endif //_WIN32
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/////////////////////////////////////////////////////////////////////////////
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//
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// Icon
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//
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// Icon with lowest ID value placed first to ensure application icon
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// remains consistent on all systems.
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IDI_ICON1 ICON DISCARDABLE "torque.ico"
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IDI_ICON2 ICON DISCARDABLE "torque.ico"
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#ifdef APSTUDIO_INVOKED
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/////////////////////////////////////////////////////////////////////////////
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//
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// TEXTINCLUDE
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//
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1 TEXTINCLUDE DISCARDABLE
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BEGIN
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"resource.h\0"
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END
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2 TEXTINCLUDE DISCARDABLE
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BEGIN
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"#include ""windows.h""\r\n"
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"\0"
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END
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3 TEXTINCLUDE DISCARDABLE
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BEGIN
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"\r\n"
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"\0"
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END
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#endif // APSTUDIO_INVOKED
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#endif // English (U.S.) resources
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/////////////////////////////////////////////////////////////////////////////
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#ifndef APSTUDIO_INVOKED
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/////////////////////////////////////////////////////////////////////////////
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//
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// Generated from the TEXTINCLUDE 3 resource.
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//
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/////////////////////////////////////////////////////////////////////////////
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#endif // not APSTUDIO_INVOKED
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BIN
Templates/Full/buildFiles/VisualStudio 2008/projects/torque.ico
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BIN
Templates/Full/buildFiles/VisualStudio 2008/projects/torque.ico
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Binary file not shown.
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After Width: | Height: | Size: 25 KiB |
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<ExecutablePath>$(DXSDK_DIR)\Utilities\bin\x86;$(ExecutablePath)</ExecutablePath>
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<IncludePath>$(DXSDK_DIR)\Include;$(IncludePath)</IncludePath>
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<ReferencePath>$(ReferencePath)</ReferencePath>
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<LibraryPath>$(DXSDK_DIR)\Lib\x86;$(LibraryPath)</LibraryPath>
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<SourcePath>$(SourcePath)</SourcePath>
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<ExcludePath>$(ExcludePath)</ExcludePath>
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</PropertyGroup>
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</Project>
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<ExecutablePath>$(DXSDK_DIR)\Utilities\bin\x64;$(ExecutablePath)</ExecutablePath>
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<IncludePath>$(DXSDK_DIR)\Include;$(IncludePath)</IncludePath>
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<ReferencePath>$(ReferencePath)</ReferencePath>
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<LibraryPath>$(DXSDK_DIR)\Lib\x64;$(LibraryPath)</LibraryPath>
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<SourcePath>$(SourcePath)</SourcePath>
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<ExcludePath>$(ExcludePath)</ExcludePath>
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</PropertyGroup>
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</Project>
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//Microsoft Developer Studio generated resource script.
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//
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#define IDI_ICON1 103
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#define IDI_ICON2 107
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// Next default values for new objects
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//
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#ifdef APSTUDIO_INVOKED
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#ifndef APSTUDIO_READONLY_SYMBOLS
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#define _APS_NEXT_RESOURCE_VALUE 108
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#define _APS_NEXT_COMMAND_VALUE 40001
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#define _APS_NEXT_CONTROL_VALUE 1000
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#define _APS_NEXT_SYMED_VALUE 101
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#endif
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#endif
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#define APSTUDIO_READONLY_SYMBOLS
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/////////////////////////////////////////////////////////////////////////////
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//
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// Generated from the TEXTINCLUDE 2 resource.
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//
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#include "windows.h"
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/////////////////////////////////////////////////////////////////////////////
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#undef APSTUDIO_READONLY_SYMBOLS
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/////////////////////////////////////////////////////////////////////////////
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// English (U.S.) resources
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#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
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#ifdef _WIN32
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LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
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#pragma code_page(1252)
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#endif //_WIN32
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/////////////////////////////////////////////////////////////////////////////
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//
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// Icon
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//
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// Icon with lowest ID value placed first to ensure application icon
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// remains consistent on all systems.
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IDI_ICON1 ICON DISCARDABLE "torque.ico"
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IDI_ICON2 ICON DISCARDABLE "torque.ico"
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#ifdef APSTUDIO_INVOKED
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/////////////////////////////////////////////////////////////////////////////
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//
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// TEXTINCLUDE
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//
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1 TEXTINCLUDE DISCARDABLE
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BEGIN
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"resource.h\0"
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END
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2 TEXTINCLUDE DISCARDABLE
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BEGIN
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"#include ""windows.h""\r\n"
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"\0"
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END
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3 TEXTINCLUDE DISCARDABLE
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BEGIN
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"\r\n"
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"\0"
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END
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#endif // APSTUDIO_INVOKED
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#endif // English (U.S.) resources
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/////////////////////////////////////////////////////////////////////////////
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#ifndef APSTUDIO_INVOKED
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/////////////////////////////////////////////////////////////////////////////
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//
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// Generated from the TEXTINCLUDE 3 resource.
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//
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/////////////////////////////////////////////////////////////////////////////
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#endif // not APSTUDIO_INVOKED
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BIN
Templates/Full/buildFiles/VisualStudio 2010/projects/torque.ico
Normal file
BIN
Templates/Full/buildFiles/VisualStudio 2010/projects/torque.ico
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Binary file not shown.
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After Width: | Height: | Size: 25 KiB |
26
Templates/Full/buildFiles/Xcode/Info.plist
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26
Templates/Full/buildFiles/Xcode/Info.plist
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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<plist version="1.0">
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<dict>
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<key>CFBundleDevelopmentRegion</key>
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<string>English</string>
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<key>CFBundleExecutable</key>
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<string>${EXECUTABLE_NAME}</string>
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<key>CFBundleIconFile</key>
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<string>torqueDemo</string>
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<key>CFBundleIdentifier</key>
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<string>com.garagegames.${EXECUTABLE_NAME}</string>
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<key>CFBundleInfoDictionaryVersion</key>
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<string>6.0</string>
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<key>CFBundlePackageType</key>
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<string>APPL</string>
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<key>CFBundleSignature</key>
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<string>GG3d</string>
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<key>CFBundleVersion</key>
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<string>1.0</string>
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<key>NSMainNibFile</key>
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<string>mainMenu</string>
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<key>NSPrincipalClass</key>
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<string>macApplication</string>
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</dict>
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</plist>
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BIN
Templates/Full/buildFiles/Xcode/torqueDemo.icns
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BIN
Templates/Full/buildFiles/Xcode/torqueDemo.icns
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Binary file not shown.
67
Templates/Full/buildFiles/compile.bat
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67
Templates/Full/buildFiles/compile.bat
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@echo off
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SETLOCAL
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REM Handle our optional parameters
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SET COMPILER=%1
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SET CONFIG=%2
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IF NOT DEFINED COMPILER SET COMPILER=VS2008
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IF NOT DEFINED CONFIG SET CONFIG=Release
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REM Setting up some variables
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REM Detecting the correct Program Files
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IF DEFINED PROGRAMFILES(X86) SET PROGRAMROOT=%ProgramFiles(x86)%
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IF NOT DEFINED PROGRAMROOT SET PROGRAMROOT=%ProgramFiles%
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REM First the defaults (set up for VS2008 by default)
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SET ENVVAR="%PROGRAMROOT%\Microsoft Visual Studio 9.0\VC\vcvarsall.bat"
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SET BUILDCMD=devenv.com
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SET OPTIONS=/useenv /build "%CONFIG%|Win32"
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SET BUILDDIR="VisualStudio 2008"
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REM Handle the non-defaults
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IF %COMPILER% == VS2010 SET ENVVAR="%PROGRAMROOT%\Microsoft Visual Studio 10.0\VC\vcvarsall.bat"
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IF EXIST "%PROGRAMROOT%\Xoreax\IncrediBuild\BuildConsole.exe" SET BUILDCMD="%PROGRAMROOT%\Xoreax\IncrediBuild\BuildConsole.exe"
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IF EXIST "%PROGRAMROOT%\Xoreax\IncrediBuild\BuildConsole.exe" SET OPTIONS=/build "%CONFIG%|Win32"
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IF %COMPILER% == VS2010 SET BUILDDIR="VisualStudio 2010"
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echo Building all solutions under %COMPILER% with the %CONFIG% configuration
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echo Initializing %COMPILER% environment variables...
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call %ENVVAR%
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echo Initializing the DirectX SDK environment variables...
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IF "%DXSDK_DIR%" == "" goto error_no_DXSDK_DIR
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call "%DXSDK_DIR%Utilities\Bin\dx_setenv.cmd" x86
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echo Moving to our build directory
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cd %BUILDDIR%
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echo - Building
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for %%a in (*.sln) do %BUILDCMD% "%%a" %OPTIONS% & IF ERRORLEVEL 1 goto error_compile
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REM It is just polite for a batch file to leave you in the same dir you started in
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cd ..
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REM We were successful in everything so go to the end
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goto :end
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:error_no_DXSDK_DIR
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@echo ERROR: DXSDK_DIR variable is not set. Make sure the DirectX SDK is installed properly.
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@goto end_error
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:error_compile
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@echo ERROR: There was an error compiling a solution in %CD%
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@goto end_error
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:end_error
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ENDLOCAL
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EXIT /B 1
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:end
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ENDLOCAL
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20
Templates/Full/buildFiles/config/project.conf
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20
Templates/Full/buildFiles/config/project.conf
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<?php
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// Set this true to enable hifi networking instead of standard.
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// In general ... hifi is designed to better deal with fast
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// moving players in close proximity to each other, such as
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// a racing game.
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$TORQUE_HIFI_NET = false;
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// Configure Torque 3D
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Torque3D::beginConfig( "win32", "Full" );
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// Include Web Deployment module
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includeModule( 'webDeploy' );
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// Enable for optional minidump debugging support
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// addProjectDefine( 'TORQUE_MINIDUMP' );
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Torque3D::endConfig();
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?>
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Templates/Full/buildFiles/config/project.mac.conf
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Templates/Full/buildFiles/config/project.mac.conf
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<?php
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// Configure Torque 3D
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Torque3D::beginConfig( "mac", "Full" );
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// Include Web Deployment module
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includeModule( 'webDeploy' );
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Torque3D::endConfig();
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?>
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12
Templates/Full/buildFiles/config/projectCode.conf
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12
Templates/Full/buildFiles/config/projectCode.conf
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<?php
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// This file is used to add your project specific code to the Torque 3D Game Engine
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// by default we add the project's source folders recursively
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addSrcDir('../source', true);
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// Here is an example of how to include your project specific code
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// In this case all the code in the "custom" folder in your project's source directory would be added
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// addSrcDir('../source/custom');
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?>
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41
Templates/Full/buildFiles/config/webDeploy.conf
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41
Templates/Full/buildFiles/config/webDeploy.conf
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<?php
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class WebDeploymentWindows
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{
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public static $plugin = "WebFullTemplate";
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//------ NP plugin settings
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// The plugin MUST begin with NP for Firefox to recognize it
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// setup in project.conf
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public static $npPluginName = "";
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public static $company = "My Game Company";
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public static $companyKey = "mygamecompany";
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public static $productName = "My Web Game";
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public static $version = "1.0";
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public static $description = "My Web Game Plugin";
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// Before you should specify a unique MIME type for your game
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public static $mimeType = "x-fulltemplateplugin";
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//------ ActiveX plugin settings
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// setup in project.conf
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public static $axPluginName = "";
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// Before shipping the UUID should be changed to unique numbers for your game
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// This UUID is used by CLSID in object tag in your site's html
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public static $axWebGameLibUUID = "D62D1B36-253D-4218-B033-5ACE0B42B8BF";
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// Other UUID used by registry
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public static $axAppUUID = "AB7615A3-A918-488B-B128-96DD62D0AE36";
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public static $axWebGameUUID = "5240D24D-FBCE-4AF2-99FC-4C7AD4318E91";
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public static $axWebGameCtrlUUID = "FC143328-E29C-4BC4-8C83-618FEB562532";
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};
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?>
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20
Templates/Full/buildFiles/config/webDeploy.mac.conf
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20
Templates/Full/buildFiles/config/webDeploy.mac.conf
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<?php
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class WebDeploymentOSX
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{
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// setup in project.conf
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public static $safariPluginName = "";
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public static $identifier = "com.mygamecompany.fulltemplateplugin";
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public static $description = "Full Template Plugin";
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public static $version = "1.0";
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// Before you should specify a unique MIME type for your game
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public static $mimeType = "x-fulltemplateplugin";
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};
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?>
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