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Hook 'CMaterialSystem::Init()', and only load the 'startup.rpak' file, as that's all we need. This pak file might also not even be needed on the server, but removing this requires rebuilding 'common_early.rpak' to drop all texture/material assets and their references. The dedicated server is now also linked to a newly added 'No-DirectX' version of the materialsystem for patching.
40 lines
877 B
CMake
40 lines
877 B
CMake
cmake_minimum_required( VERSION 3.16 )
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add_module( "lib" "materialsystem" "vpc" ${FOLDER_CONTEXT} TRUE TRUE )
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start_sources()
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add_sources( SOURCE_GROUP "Private"
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"cmaterialglue.cpp"
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"cmaterialglue.h"
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"cmaterialsystem.cpp"
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"cmaterialsystem.h"
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"cshaderglue.cpp"
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"cshaderglue.h"
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)
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add_sources( SOURCE_GROUP "Public"
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"${ENGINE_SOURCE_DIR}/public/imaterial.h"
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"${ENGINE_SOURCE_DIR}/public/imaterialinternal.h"
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"${ENGINE_SOURCE_DIR}/public/imaterialsystem.h"
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)
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end_sources()
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add_module( "lib" "materialsystem_nodx" "vpc" ${FOLDER_CONTEXT} TRUE TRUE )
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start_sources()
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add_sources( SOURCE_GROUP "Private"
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"cmaterialsystem.cpp"
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"cmaterialsystem.h"
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)
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add_sources( SOURCE_GROUP "Public"
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"${ENGINE_SOURCE_DIR}/public/imaterialsystem.h"
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)
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end_sources()
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target_compile_definitions( ${PROJECT_NAME} PRIVATE
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"MATERIALSYSTEM_NODX"
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) |