Team Fortress 2 Source Code as on 22/4/2020
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# 1: disables reporting to SRCDEV; only reports to admin test 0 # 1: enables testing after build is complete run_tests 1 # 1: enables syncing to perforce sync 1 # 1: require mutex to be free before proceeding to build lock_mutex 0 # 1: build binaries build 1 # 1: enables debug output debug 0 # 1: script builds immediately upon start, regardless of presence of perforce state dev 1 # 1: build shaders shaders 0
# email alias of users interested in build failures email_alias [email protected] # address to auto-email if the script fails for some reason, test output admin_email [email protected]
# set to hostname of machine running an SMTP server mail_host exchange2.valvesoftware.com # email address that the failure mails come from; TODO: Get buildmachine email sender_email [email protected]
# executable for compilation; devenv: .Net, BuildConsole: IncrediBuild build_exe BuildConsole # build type; /rebuild or /build build_type /rebuild # should be empty for devenv, /all for buildconsole build_flags
# name of testing file, located in .\Build Machine Tests\ test_file mainTests.txt # name of generated log file; currently not used log_file buildlog.txt # place to copy log file to reference in failure email error_dir \\\\jason\\shared\\ # directory where the testing files are located test_dir \\Build Machine Tests
# path to src files to watch src_files //ValveGames/main/src/... # paths to files to force sync force_files //ValveGames/main/src/... force_files //ValveGames/main/game/bin/... # paths to files to sync (no force) sync_files //ValveGames/main/content/tf/materialsrc/...
# name of perforce mutex to wait for mutex main_src # perforce counter containg the changelist number we're verifying change_counter main_changelist # perforce counter the last changelist number we have verified verify_counter main_verified # name of build for human-read output build_name Main #perforce client used client_name SourceBuildMachine
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