feat: build actual final builds & contentpackage almost building
Previously Windows64 Release was just building debug with somethings disabled this builds 1:1 what 4J would of built for consoles using release This also gets ContentPackage closer to building for Windows64
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@@ -23,7 +23,7 @@ UIScene_HelpAndOptionsMenu::UIScene_HelpAndOptionsMenu(int iPad, void *initData,
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// We don't have a reinstall content, so remove the button
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removeControl( &m_buttons[BUTTON_HAO_REINSTALL], false );
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#ifndef _DEBUG
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#ifdef _FINAL_BUILD
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removeControl( &m_buttons[BUTTON_HAO_DEBUG], false);
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#else
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if(!app.DebugSettingsOn()) removeControl( &m_buttons[BUTTON_HAO_DEBUG], false);
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@@ -121,7 +121,7 @@ void UIScene_HelpAndOptionsMenu::updateComponents()
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void UIScene_HelpAndOptionsMenu::handleReload()
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{
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#ifndef _DEBUG
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#ifdef _FINAL_BUILD
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removeControl( &m_buttons[BUTTON_HAO_DEBUG], false);
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#else
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if(!app.DebugSettingsOn()) removeControl( &m_buttons[BUTTON_HAO_DEBUG], false);
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@@ -61,7 +61,7 @@ UIScene_InGamePlayerOptionsMenu::UIScene_InGamePlayerOptionsMenu(int iPad, void
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if(m_editingSelf)
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{
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#ifndef _DEBUG // (defined(_CONTENT_PACKAGE) || defined(_FINAL_BUILD) && !defined(_DEBUG_MENUS_ENABLED))
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#if (defined(_CONTENT_PACKAGE) || defined(_FINAL_BUILD) && !defined(_DEBUG_MENUS_ENABLED))
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removeControl( &m_checkboxes[eControl_Op], true );
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#else
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m_checkboxes[eControl_Op].init(L"DEBUG: Creative",eControl_Op,Player::getPlayerGamePrivilege(m_playerPrivileges,Player::ePlayerGamePrivilege_CreativeMode));
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@@ -254,7 +254,7 @@ void UIScene_InGamePlayerOptionsMenu::handleReload()
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if(m_editingSelf)
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{
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#ifndef _DEBUG // (defined(_CONTENT_PACKAGE) || defined(_FINAL_BUILD) && !defined(_DEBUG_MENUS_ENABLED))
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#if (defined(_CONTENT_PACKAGE) || defined(_FINAL_BUILD) && !defined(_DEBUG_MENUS_ENABLED))
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removeControl( &m_checkboxes[eControl_Op], true );
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#endif
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