Rather than hardcode a bunch of SDK stuff, this is an attempt to move
SDK information to a declarative model. Each SDK gets a manifest, and
the manifests are stored in a shared repository.
Manifests encode stuff like "what platforms does this SDK build on" and
"what link flags do I need on each architecture".
This will hopefully reduce the complexity of the build scripts, since
going forward we only have to add new manifests, rather than figure out
how to attach more gunk into the build logic.
* Initial PVKII branch support
* Fix compiler error
* Add missing SE_PVKII check
* Update checkout-deps with 'pvkii'
* Change PVKII code to 10 and bump others by 1, including recommended change in provider_ep2.cpp:135
* Start using Github Actions
Test on all platforms. SourceHook tests are broken on windows
so allow failures until they're fixed.
* Only run the workflow for the master branch
* Enable Insurgency and Blade Symphony x64 builds
The HL2SDKs were updated to support compilation and linking on x64 before. #67 allowed to load MMS on Blade Symphony Win64. AMBuild 2.2 allowed to build for multiple architectures in one build script on Windows.
#76
* Add Insurgency to AppVeyor SDKs to test win64 builds
* Try to enable x64 builds on appveyor
* I don't know PowerShell syntax
* Split the envvar before usage
Thanks psychonic!
* NPOTB: clang clang clang goes the trolly, gcc7 goes the bell.
* Update AMBuildScript
* Initialize engine_path when abspath fails.
* Fix lptr being uninitialized when getcwd fails.
* Remove GCC6; deeper issues than this PR will cover
Most supported games don't even support this case, but at least CS:GO does. WIthout
this fix, some filesystem calls can fail, or in the case of readdir, fail to return all/any files.
This was first observed when using an XFS-formatted volume on CentOS 7 x64.