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Remove old and not needed torqueconfig files, also remove xenon reference in the config file

Marc Chapman преди 8 години
родител
ревизия
e734f878e5
променени са 1 файла, в които са добавени 0 реда и са изтрити 246 реда
  1. 0 246
      Templates/BaseGame/source/torqueConfig.h

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Templates/BaseGame/source/torqueConfig.h

@@ -1,246 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#ifndef _TORQUECONFIG_H_
-#define _TORQUECONFIG_H_
-
-//-----------------------------------------------------------------------------
-//Hi, and welcome to the Torque Config file.
-//
-//This file is a central reference for the various configuration flags that
-//you'll be using when controlling what sort of a Torque build you have. In
-//general, the information here is global for your entire codebase, applying
-//not only to your game proper, but also to all of your tools.
-
-/// What's the name of your application? Used in a variety of places.
-#define TORQUE_APP_NAME            "Full"
-
-#define TORQUE_NET_DEFAULT_MULTICAST_ADDRESS "ff04::7467:656E:6574:776B"
-
-/// What version of the application specific source code is this?
-///
-/// Version number is major * 1000 + minor * 100 + revision * 10.
-#define TORQUE_APP_VERSION         1000
-
-/// Human readable application version string.
-#define TORQUE_APP_VERSION_STRING  "1.0"
-
-/// Define me if you want to enable multithreading support.
-#ifndef TORQUE_MULTITHREAD
-#define TORQUE_MULTITHREAD
-#endif
-
-/// Define me if you want to disable Torque memory manager.
-#ifndef TORQUE_DISABLE_MEMORY_MANAGER
-#define TORQUE_DISABLE_MEMORY_MANAGER
-#endif
-
-/// The improved SimDictionary uses C++11 and is designed for games where
-/// there are over 10000 simobjects active normally. To enable the new
-/// SimDictionary just uncomment the line below.
-//#define USE_NEW_SIMDICTIONARY
-
-/// Define me if you want to disable the virtual mount system.
-//#define TORQUE_DISABLE_VIRTUAL_MOUNT_SYSTEM
-
-/// Define me if you want to disable looking for the root of a given path
-/// within a zip file.  This means that the zip file name itself must be
-/// the root of the path.  Requires the virtual mount system to be active.
-//#define TORQUE_DISABLE_FIND_ROOT_WITHIN_ZIP
-
-//Uncomment this define if you want to use the alternative zip support where you can 
-//define your directories and files inside the zip just like you would on disk
-//instead of the default zip support that treats the zip as an extra directory.
-//#define TORQUE_ZIP_DISK_LAYOUT
-
-/// Define me if you don't want Torque to compile dso's
-#define TORQUE_NO_DSO_GENERATION
-
-// Define me if this build is a tools build
-
-#ifndef TORQUE_PLAYER
-#  define TORQUE_TOOLS
-#else
-#  undef TORQUE_TOOLS
-#endif
-
-/// Define me if you want to enable the profiler.
-///    See also the TORQUE_SHIPPING block below
-//#define TORQUE_ENABLE_PROFILER
-
-/// Define me to enable debug mode; enables a great number of additional
-/// sanity checks, as well as making AssertFatal and AssertWarn do something.
-/// This is usually defined by the build target.
-//#define TORQUE_DEBUG
-
-/// Define me if this is a shipping build; if defined I will instruct Torque
-/// to batten down some hatches and generally be more "final game" oriented.
-/// Notably this disables a liberal resource manager file searching, and
-/// console help strings.
-//#define TORQUE_SHIPPING
-
-/// Define me to enable a variety of network debugging aids.
-///
-///  - NetConnection packet logging.
-///  - DebugChecksum guards to detect mismatched pack/unpacks.
-///  - Detection of invalid destination ghosts.
-///
-//#define TORQUE_DEBUG_NET
-
-/// Define me to enable detailed console logging of net moves.
-//#define TORQUE_DEBUG_NET_MOVES
-
-/// Enable this define to change the default Net::MaxPacketDataSize
-/// Do this at your own risk since it has the potential to cause packets
-/// to be split up by old routers and Torque does not have a mechanism to
-/// stitch split packets back together. Using this define can be very useful
-/// in controlled network hardware environments (like a LAN) or for singleplayer
-/// games (like BArricade and its large paths)
-//#define MAXPACKETSIZE 1500
-
-/// Modify me to enable metric gathering code in the renderers.
-///
-/// 0 does nothing; higher numbers enable higher levels of metric gathering.
-//#define TORQUE_GATHER_METRICS 0
-
-/// Define me if you want to enable debug guards in the memory manager.
-///
-/// Debug guards are known values placed before and after every block of
-/// allocated memory. They are checked periodically by Memory::validate(),
-/// and if they are modified (indicating an access to memory the app doesn't
-/// "own"), an error is flagged (ie, you'll see a crash in the memory
-/// manager's validate code). Using this and a debugger, you can track down
-/// memory corruption issues quickly.
-//#define TORQUE_DEBUG_GUARD
-
-/// Define me if you want to enable instanced-static behavior
-//#define TORQUE_ENABLE_THREAD_STATICS
-
-/// Define me if you want to gather static-usage metrics
-//#define TORQUE_ENABLE_THREAD_STATIC_METRICS
-
-/// Define me if you want to enable debug guards on the FrameAllocator.
-/// 
-/// This is similar to the above memory manager guards, but applies only to the
-/// fast FrameAllocator temporary pool memory allocations. The guards are only
-/// checked when the FrameAllocator frees memory (when it's water mark changes).
-/// This is most useful for detecting buffer overruns when using FrameTemp<> .
-/// A buffer overrun in the FrameAllocator is unlikely to cause a crash, but may
-/// still result in unexpected behavior, if other FrameTemp's are stomped.
-//#define FRAMEALLOCATOR_DEBUG_GUARD
-
-/// This #define is used by the FrameAllocator to align starting addresses to
-/// be byte aligned to this value. This is important on the 360 and possibly
-/// on other platforms as well. Use this #define anywhere alignment is needed.
-///
-/// NOTE: Do not change this value per-platform unless you have a very good
-/// reason for doing so. It has the potential to cause inconsistencies in 
-/// memory which is allocated and expected to be contiguous.
-///
-///@ TODO: Make sure that everywhere this should be used, it is being used.
-#define TORQUE_BYTE_ALIGNMENT 4
-
-/// This #define should be set if the engine should use a 32-bit format for
-/// 24-bit textures. The most notable case is converting RGB->RGBX for various
-/// reasons.
-
-// CodeReview: It may be worth determining this at run-time. Right now I just
-// want to wrap code which forces the conversion from 24->32 in a common 
-// #define so it is easily turned on/off for the problems we are encountering in
-// the lighting. [5/11/2007 Pat]
-//#define TORQUE_FORCE_24_BIT_TO_32_BIT_TEXTURES
-
-/// This #define is used by the FrameAllocator to set the size of the frame.
-///
-/// It was previously set to 3MB but I've increased it to 32MB due to the
-/// FrameAllocator being used as temporary storage for bitmaps in the D3D9
-/// texture manager.
-#define TORQUE_FRAME_SIZE     32 << 20
-
-// Finally, we define some dependent #defines. This enables some subsidiary
-// functionality to get automatically turned on in certain configurations.
-
-#ifdef TORQUE_DEBUG
-
-   #define TORQUE_GATHER_METRICS 0
-   #define TORQUE_ENABLE_PROFILE_PATH
-   #ifndef TORQUE_DEBUG_GUARD
-      #define TORQUE_DEBUG_GUARD
-   #endif
-   #ifndef TORQUE_NET_STATS
-      #define TORQUE_NET_STATS
-   #endif
-
-   // Enables the C++ assert macros AssertFatal, AssertWarn, etc.
-   #define TORQUE_ENABLE_ASSERTS
-
-#endif
-
-#ifdef TORQUE_RELEASE
-  // If it's not DEBUG, it's a RELEASE build, put appropriate things here.
-#endif
-
-#ifdef TORQUE_SHIPPING
-
-    // TORQUE_SHIPPING flags here.
-
-#else
-
-   // Enable the profiler by default, if we're not doing a shipping build.
-   #define TORQUE_ENABLE_PROFILER
-
-   // Enable the TorqueScript assert() instruction if not shipping.
-   #define TORQUE_ENABLE_SCRIPTASSERTS
-
-   // We also enable GFX debug events for use in Pix and other graphics
-   // debugging tools.
-   #define TORQUE_ENABLE_GFXDEBUGEVENTS
-
-#endif
-
-#ifdef TORQUE_TOOLS
-#  define TORQUE_INSTANCE_EXCLUSION   "TorqueToolsTest"
-#else
-#  define TORQUE_INSTANCE_EXCLUSION   "TorqueTest"
-#endif
-
-// This is the lighting system thats enabled by default when the scene graphs are created.
-//#define DEFAULT_LIGHTING_SYSTEM "SynapseGaming Lighting Kit"
-#define DEFAULT_LIGHTING_SYSTEM "Basic Lighting"
-
-// Someday, it might make sense to do some pragma magic here so we error
-// on inconsistent flags.
-
-// The Xbox360 has it's own profiling tools, the Torque Profiler should not be used
-#ifdef TORQUE_OS_XENON
-#  ifdef TORQUE_ENABLE_PROFILER
-#     undef TORQUE_ENABLE_PROFILER
-#  endif
-#
-#  ifdef TORQUE_ENABLE_PROFILE_PATH
-#     undef TORQUE_ENABLE_PROFILE_PATH
-#endif
-#endif
-
-
-#endif // _TORQUECONFIG_H_
-