c0619a55ab
build / build (push) Successful in 2m22s
- New "Language" row on the Main Menu tab (English/French/German), backed by a new "general" group in questshock.config.json - Fixes a device-reproduced crash: switching language used to call language_dealfunc(), whose render_run()/opanel_redraw() repaint assumes the game's own in-game options panel is on screen - crashes (SIGSEGV) when triggered from our independent VR overlay instead. Now calls language_change() directly, which is all that's actually needed to reload resources and refresh the inventory/MFD/side-icon UI - Fixes a second crash: this data set ships frnstrng.res/gerstrng.res but not mfdfrn.res/mfdger.res, and language_change() closes the current resource files before discovering the new ones don't exist - leaving no valid resource file open and crashing on the next lookup. Now checks both files exist before ever switching, refusing the change (with an in-headset popup) instead of corrupting resource state - extract_assets.sh can now also pull mfdfrn.res/mfdger.res out of a System Shock: Classic installer (which includes them, unlike Enhanced Edition) if one is present in res/assets/ - entirely optional - Documented all of the above in README.md/CONFIG.md
41 lines
1.1 KiB
Plaintext
41 lines
1.1 KiB
Plaintext
# Android studio project files
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/android/.idea
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# Game assets are not included in the repo
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/res/assets/setup_system_shock_enhanced*
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/res/assets/setup_system_shock_classic*
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/res/assets/*.zip
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/res/assets/ss_ee/
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# Build output
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/dist/
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/dist-win/
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/build/
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# Engine build artifacts (engine/ is committed as a source snapshot; these
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# are generated by run-image.sh / build-image/build-engine.sh /
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# build-image/build-engine-win.sh - the Windows cross-build's own scratch
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# copy of engine/ lives under /build/win-engine/, already covered above)
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/engine/build_ext/
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/engine/.build-output/
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/engine/.build-output-win/
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/engine/CMakeCache.txt
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/engine/CMakeFiles/
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/engine/cmake_install.cmake
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/engine/Makefile
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/engine/systemshock
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/engine/src/Libraries/CMakeFiles/
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# Android build artifacts (generated by build-image/build-apk.sh - see
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# android/engine-patches/ for why engine/ itself is never touched)
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/android/engine.properties
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/android/app/src/main/assets/
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/android/app/src/main/jniLibs/
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/android/app/build/
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/android/.gradle/
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/android/app/.cxx/
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/android/local.properties
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# Local registry credentials (see registry.env.example)
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/registry.env
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