New project format (#206)

* Starting Reformat the project

- New Import Method, no more "../../" in import,
- New Entity Folder Structure, less compile time

* Refactoring the Project

- added precompiled header with default import like microsoft or directx.
- fix many double import.
- fix math.h confliting math.h from
microsoft.
- fix effects.h confliting Effects.h from DirectX.
- refactored TR4 entity folder and how it's loaded.

* Update Some Code Before Switching to Master

* Finished the NewProjectFormat Template

- need to finish entity in the master later.

* Added Monty NewFileFormat

* Fixed Monty NewFileFormat Include

* Revert "Fixed Monty NewFileFormat Include"

This reverts commit ebf0afca10.

* Trying to fix conflits for NewFileFormat

* Fixed .filters

* Last Commit in NewProjectFormat
This commit is contained in:
TokyoSU 2020-05-27 09:21:20 +02:00 committed by GitHub
parent df1f4b8a97
commit 29f0724693
275 changed files with 5574 additions and 5608 deletions

View file

@ -1,28 +1,23 @@
#include "framework.h"
#include "Renderer11.h"
#include "..\Specific\input.h"
#include "..\Specific\winmain.h"
#include "..\Specific\level.h"
#include "..\Specific\configuration.h"
#include "..\Game\draw.h"
#include "..\Game\healt.h"
#include "..\Game\pickup.h"
#include "..\Game\inventory.h"
#include "..\Game\gameflow.h"
#include "..\Game\Lara.h"
#include "..\Game\effect2.h"
#include "..\Game\rope.h"
#include "..\Game\items.h"
#include "..\Game\Camera.h"
#include "..\Game\healt.h"
#include "../Game/tomb4fx.h"
#include "math.h"
#include <D3Dcompiler.h>
#include <chrono>
#include <stack>
#include "../Game/misc.h"
#include "../Game/footprint.h"
#include "input.h"
#include "winmain.h"
#include "level.h"
#include "configuration.h"
#include "draw.h"
#include "health.h"
#include "pickup.h"
#include "inventory.h"
#include "gameflow.h"
#include "Lara.h"
#include "effect2.h"
#include "rope.h"
#include "items.h"
#include "camera.h"
#include "tomb4fx.h"
#include "trmath.h"
#include "misc.h"
#include "footprint.h"
extern std::deque<FOOTPRINT_STRUCT> footprints;