* Added "If a .dmod file is put in the Dink HD directory (where the .exe is), it will be automatically installed and then deleted" to readme.txt
* Dialog box rendering was off a few pixels due to me forgetting to remove some tests I did, fixed * Black at index 255 and white at index 0 is now forced during bmp loading. Windows does it, photoshop doesn't, but older versions of Dink (directx) seemed to do it so going with that * Invalid sprite sent to freeze/unfreeze will no longer crash the game (bug was also in original 1.08) * Added hardening to check valid input on many script functions, will stop "sometimes" crashes based on bad scripting as well as log them * Crash logging should show correct function names. I mean it this time! - Some mobile related files added now that I'm starting to work on that side too git-svn-id: svn://rtsoft.com/rtsvn/projects/RTDink@1512 353e56fe-9613-0410-8469-b96ad8e6f29c
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<AdditionalDependencies>opengl32.lib;fmod_vc.lib;zdll.lib;ws2_32.lib;dinput8.lib;dxguid.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<OutputFile>$(OutDir)$(TargetName)$(TargetExt)</OutputFile>
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<AdditionalLibraryDirectories>..\..\shared\win\lib;..\dxsdk\Lib\x86;..\..\shared\win\fmodstudio\api\lowlevel\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<GenerateDebugInformation>DebugFastLink</GenerateDebugInformation>
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<SubSystem>Windows</SubSystem>
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<OptimizeReferences>true</OptimizeReferences>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<TargetMachine>MachineX86</TargetMachine>
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<FullProgramDatabaseFile>false</FullProgramDatabaseFile>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release GL|x64'">
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