)
set(common_SRCS
+ collision.cpp
+ nodemetadata.cpp
serverobject.cpp
noise.cpp
mineral.cpp
# Client sources
set(minetest_SRCS
${common_SRCS}
+ keycode.cpp
+ clouds.cpp
clientobject.cpp
+ guiFurnaceMenu.cpp
guiMainMenu.cpp
guiMessageMenu.cpp
guiTextInputMenu.cpp
guiInventoryMenu.cpp
guiPauseMenu.cpp
- irrlichtwrapper.cpp
client.cpp
tile.cpp
+ game.cpp
main.cpp
)
${CMAKE_BUILD_TYPE}
${PNG_INCLUDE_DIR}
"${PROJECT_SOURCE_DIR}/jthread"
- "${PROJECT_SOURCE_DIR}/lua/src"
)
set(EXECUTABLE_OUTPUT_PATH ../bin)
${PLATFORM_LIBS}
${CLIENT_PLATFORM_LIBS}
jthread
- lua
)
- #${CMAKE_CURRENT_SOURCE_DIR}/lua/build/liblua
endif(BUILD_CLIENT)
if(BUILD_SERVER)
${ZLIB_LIBRARIES}
${PLATFORM_LIBS}
jthread
- lua
)
endif(BUILD_SERVER)
# EHa enables SEH exceptions (used for catching segfaults)
set(CMAKE_CXX_FLAGS_RELEASE "/EHa /MD /O2 /Ob2 /Oi /Ot /Oy /GL /FD /MT /GS- /arch:SSE /fp:fast /D NDEBUG /D _HAS_ITERATOR_DEBUGGING=0 /TP")
- set(CMAKE_EXE_LINKER_FLAGS_RELEASE "/LTCG /NODEFAULTLIB:\"libcmtd.lib\"")
+ #set(CMAKE_EXE_LINKER_FLAGS_RELEASE "/LTCG /NODEFAULTLIB:\"libcmtd.lib\" /NODEFAULTLIB:\"libcmt.lib\"")
+ set(CMAKE_EXE_LINKER_FLAGS_RELEASE "/LTCG")
# Debug build doesn't catch exceptions by itself
# Add some optimizations because otherwise it's VERY slow
# Example configuration file
install(FILES "${CMAKE_CURRENT_SOURCE_DIR}/../minetest.conf.example" DESTINATION ${EXAMPLE_CONF_DIR})
-install(DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/../data/scripts" DESTINATION ${DATADIR})
-
if(BUILD_CLIENT)
install(TARGETS minetest DESTINATION ${BINDIR})
# Subdirectories
add_subdirectory(jthread)
-add_subdirectory(lua)
#end