* Changed release compiling a bit to enable C7 compatible debug info, may help with stack traces
* Oops, turned max sprites back up to 300 from 100, don't ask me how I managed that one * (DinkC) A line of over 200 characters won't corrupt memory (new limit is 512) - this fixed a crash in Grasp of Darkness * (DinkC) external commands no longer generate bogus errors in the log.txt due to how 1.08 added weird overloading stuff * Now shows the dmod's splash.bmp during loading * Fixed issue where music might not play on the title screen * Raised "memory of dead background sprites" to 300 from 100 for Windows, up to 200 for mobile * Doubled memory Dink is allowed to use before uncaching graphics not used recently (could probably be disabled entirely for Windows but whatever) git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1510 353e56fe-9613-0410-8469-b96ad8e6f29c
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<PrecompiledHeader>Use</PrecompiledHeader>
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<PrecompiledHeaderFile>PlatformPrecomp.h</PrecompiledHeaderFile>
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<WarningLevel>Level3</WarningLevel>
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<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
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<DebugInformationFormat>OldStyle</DebugInformationFormat>
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<DisableSpecificWarnings>4267;4244;4244;%(DisableSpecificWarnings)</DisableSpecificWarnings>
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</ClCompile>
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<Link>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug GL|Win32'">
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<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
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<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
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<LocalDebuggerCommandArguments>
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</LocalDebuggerCommandArguments>
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<LocalDebuggerCommandArguments>-game dmods/tgka</LocalDebuggerCommandArguments>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Common Debug|Win32'">
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<LocalDebuggerCommandArguments>
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