forked from dolphin-emu/dolphin
		
	* Currently there is no DEBUGFAST configuration. Defining DEBUGFAST as a preprocessor definition in Base.props (or a global header) enables it for now, pending a better method. This was done to make managing the build harder to screw up. However it may not even be an issue anymore with the new .props usage.
* D3DX11SaveTextureToFile usage is dropped and not replaced.
* If you have $(DXSDK_DIR) in your global property sheets (Microsoft.Cpp.$(PlatformName).user), you need to remove it. The build will error out with a message if it's configured incorrectly.
* If you are on Windows 8 or above, you no longer need the June 2010 DirectX SDK installed to build dolphin. If you are in this situation, it is still required if you want your built binaries to be able to use XAudio2 and XInput on previous Windows versions.
* GLew updated to 1.10.0
* compiler switches added: /volatile:iso, /d2Zi+
* LTCG available via msbuild property: DolphinRelease
* SDL updated to 2.0.0
* All Externals (excl. OpenAL and SDL) are built from source.
* Now uses STL version of std::{mutex,condition_variable,thread}
* Now uses Build as root directory for *all* intermediate files
* Binary directory is populated as post-build msbuild action
* .gitignore is simplified
* UnitTests project is no longer compiled
		
	
		
			
				
	
	
		
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			14 lines
		
	
	
		
			526 B
		
	
	
	
		
			XML
		
	
	
	
	
	
<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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  <ImportGroup Label="PropertySheets" />
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  <PropertyGroup Label="UserMacros" />
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  <PropertyGroup />
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  <ItemDefinitionGroup>
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    <ClCompile>
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      <!--Use stdafx.h and auto-include it as the first include in every file-->
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      <PrecompiledHeader>Use</PrecompiledHeader>
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      <ForcedIncludeFiles>stdafx.h</ForcedIncludeFiles>
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    </ClCompile>
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  </ItemDefinitionGroup>
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  <ItemGroup />
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</Project> |