Files
oboe/osx/BoE.xcodeproj/xcshareddata/xcschemes/Blades of Exile.xcscheme
Celtic Minstrel a6a030052c Implement loading of .meg files using the Resource manager
- I extract pixel data from the resource without using QuickDraw
- Both resource-fork and data-fork .meg files work

Related changes:
- The custom graphics textures are now wrapped in a custom class
- bmp images are loaded if a meg is not found

Incidental changes:
- Various TODO notes
- Fix cScenario::spec_strs skipping several strings and potentially fetching out-of-bound entries
- oopsError now uses string streams instead of sprintf
2014-04-14 13:52:05 -04:00

87 lines
3.1 KiB
XML

<?xml version="1.0" encoding="UTF-8"?>
<Scheme
LastUpgradeVersion = "0450"
version = "1.3">
<BuildAction
parallelizeBuildables = "YES"
buildImplicitDependencies = "YES">
<BuildActionEntries>
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buildForRunning = "YES"
buildForProfiling = "YES"
buildForArchiving = "YES"
buildForAnalyzing = "YES">
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "2BF04AC00BF518D4006C0831"
BuildableName = "Blades of Exile.app"
BlueprintName = "Blades of Exile"
ReferencedContainer = "container:BoE.xcodeproj">
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selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
launchStyle = "0"
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buildConfiguration = "Debug"
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