Update README.md
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{
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"configurations": [
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"name": "x64-Debug",
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"generator": "Ninja",
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"msvc_x64_x64"
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"name": "x64-Release",
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"configurationType": "RelWithDebInfo",
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"inheritEnvironments": [
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"msvc_x64_x64"
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"buildRoot": "${env.USERPROFILE}\\CMakeBuilds\\${workspaceHash}\\build\\${name}",
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"installRoot": "${env.USERPROFILE}\\CMakeBuilds\\${workspaceHash}\\install\\${name}",
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"cmakeCommandArgs": "-DCMAKE_PREFIX_PATH=C:/Qt/5.12.3/msvc2017_64/lib/cmake/Qt5",
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"buildCommandArgs": "-v",
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# Prime World Editor
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Prime World Editor is a custom editor suite for Retro Studios' GameCube and Wii games, including the Metroid Prime series and Donkey Kong Country Returns.
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Prime World Editor is a custom editor suite for Retro Studios' GameCube and Wii games, including the
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Metroid Prime series and Donkey Kong Country Returns.
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# Build Requirements
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On Windows:
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* Visual Studio 2017 64-bit
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* Qt 5.10 installation
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* Qt Creator
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* LLVM 6.0.1 installation; currently must be installed to `C:\Program Files\LLVM\`
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* Python 3+
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* Python packages `clang` and `mako`
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* You'll also need to download glew 2.1.0 and extract it into the externals folder (so you have `externals/glew-2.1.0/`).
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# Building on Windows
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In addition you'll need to compile assimp and nod separately with CMake. The build system is kind of a pain right now, sorry.
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## Requirements
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Most of the project code is cross-platform, but currently has only been tested on Windows, and parts of the build process most likely will not work correctly on other platforms.
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* [Visual Studio 2017](https://visualstudio.microsoft.com/vs/) (Desktop development with C++)
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* [Qt 5.10+](https://download.qt.io/official_releases/qt/) (MSVC 2017 64-bit specification)
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* [LLVM 6.0.1 64-bit](http://releases.llvm.org/6.0.1/LLVM-6.0.1-win64.exe) installation; currently must be installed to `C:\Program Files\LLVM\`
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* [Python 3](https://www.python.org/downloads/windows/)
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## Build using Qt Creator
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**Compiler Note:** Before starting, it is wise to select the 64-bit compiler by opening *Tools* > *Kits* > *Kits* tab.
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The C and C++ compilers should be set to *Microsoft Visual C++ Compiler 15.0 (amd64)*.
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**CMake Note:** At the time of writing, Qt Creator will search for a user-installed CMake but this is not necessary.
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The CMake that comes with Visual Studio may be manually selected by opening *Tools* > *Kits* > *CMake* tab, then adding
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a manual CMake with the path:
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`C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\CommonExtensions\Microsoft\CMake\CMake\bin\cmake.exe`.
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**Debugger Note:** To use Qt Creator for debugging, *Debugging Tools for Windows* must be installed from the
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[Windows SDK package](https://developer.microsoft.com/en-us/windows/downloads/windows-10-sdk). Once installed,
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the Qt Creator kit should automatically detect CDB. Make sure the x64 version is selected.
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1. *File* > *Open File or Project*
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2. Select *CMakeLists.txt* at root of cloned PrimeWorldEditor
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3. Select desired build configurations within the Desktop Qt Kit. It is generally fine to just check *Debug* and *Release*.
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4. Click *Configure Project*
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5. Wait for dependencies to build and CMake project to generate (this may take a while).
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6. Edit/Build/Debug/Run
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## Build using Visual Studio
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**Qt Note:** It may be necessary to edit both CMAKE_PREFIX_PATH entries in the *CMakeSettings.json* file.
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They should be set to `C:/Qt/<QT VERSION>/msvc2017_64/lib/cmake/Qt5`.
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1. *File* > *Open* > *CMake*
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2. Select *CMakeLists.txt* at root of cloned PrimeWorldEditor
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3. Wait for dependencies to build and CMake project to generate (this may take a while).
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4. Edit/Build/Debug/Run
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## Build using Command Line
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1. Launch *x64 Native Tools Command Prompt for VS 2017*
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2. `cd <PATH TO PrimeWorldEditor ROOT>`
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3. `mkdir build`
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4. `cd build`
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5. `cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_PREFIX_PATH=C:/Qt/<QT VERSION>/msvc2017_64/lib/cmake/Qt5 ..`
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6. `ninja`
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7. *PrimeWorldEditor.exe* is found in the `build/bin` directory.
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# Building on macOS
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## Requirements
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* [Xcode 10.2+](https://developer.apple.com/xcode/)
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* [Qt 5.10+](https://download.qt.io/official_releases/qt/) (Clang 64-bit specification)
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* *cmake*, *ninja* and *python* installed using [Homebrew](https://brew.sh/)
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## Build using Xcode
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1. `cd <PATH TO PrimeWorldEditor ROOT>`
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2. `mkdir build`
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3. `cd build`
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4. `cmake -G Xcode -DCMAKE_BUILD_TYPE=Release -DCMAKE_PREFIX_PATH=~/Qt/<QT VERSION>/clang_64/lib/cmake/Qt5 ..`
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5. Open *PrimeWorldEditor.xcodeproj*
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6. Edit/Build/Debug/Run
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## Build using Command Line
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1. `cd <PATH TO PrimeWorldEditor ROOT>`
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2. `mkdir build`
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3. `cd build`
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4. `cmake -G Ninja -DCMAKE_BUILD_TYPE=Release -DCMAKE_PREFIX_PATH=~/Qt/<QT VERSION>/clang_64/lib/cmake/Qt5 ..`
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5. `ninja`
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6. *PrimeWorldEditor.app* is found in the `build/bin` directory.
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# Building on Linux
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## Requirements
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* A working compiler toolchain (GCC or Clang)
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* *cmake*, *ninja*, *python3*, *clang* (library) packages
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## Build using Command Line
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1. `cd <PATH TO PrimeWorldEditor ROOT>`
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2. `mkdir build`
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3. `cd build`
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4. `cmake -G Ninja -DCMAKE_BUILD_TYPE=Release ..`
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5. `ninja`
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6. *PrimeWorldEditor* is found in the `build/bin` directory.
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@ -16,7 +16,7 @@ function(integrate_dew)
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if ($ENV{INVOKED_BY_DEW})
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return()
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endif()
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#
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# Run dew update
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#
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@ -43,13 +43,6 @@
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"head": "dew",
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"ref": "a36312e91be8d6489d6b34447281dabb5422f96f"
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},
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{
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"name": "lzo",
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"url": "https://github.com/nemequ/lzo",
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"type": "git",
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"head": "master",
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"ref": "0083878c235a89ef96a009d1ff0b500f3a364e4b"
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},
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{
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"name": "lzokay",
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"url": "https://github.com/sfuller/lzokay",
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