Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
29 lines
635 B
C++
29 lines
635 B
C++
#if !defined(PROXIES_PROXYHEADERS_HPP)
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#define PROXIES_PROXYHEADERS_HPP
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#if !defined(PROXIES_PROXIES_HPP)
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#include "Proxies.hpp"
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#endif
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#include "Targa.hpp"
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#include "FindErrors.hpp"
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#include "FlattenHierarchy.hpp"
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#include "StateSort.hpp"
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#include "BinSort.hpp"
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#include "CleanHierarchy.hpp"
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#include "BurnLights.hpp"
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#include "Copy.hpp"
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#include "BuildMegaTextures.hpp"
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#include "CoalesceTextures.hpp"
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#include "ArrangeMegaTextures.hpp"
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#include "MakeSingleSided.hpp"
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#include "OptimizeFlatShading.hpp"
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#include "Info.hpp"
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using namespace Stuff;
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using namespace Proxies;
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#endif
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