The full-node app and ObsidianDragonLite are now versioned separately:
- project() VERSION -> 1.3.0 (suffix cleared); DRAGONX_LITE_VERSION -> 1.0.0.
- A DRAGONX_APP_VERSION* set (resolved per variant in the lite/full block) feeds the generated
header (version.h.in), the Windows VERSIONINFO/.rc + manifest, and the build summary — so each
variant reports its own version. The .rc/manifest name fields also follow DRAGONX_APP_NAME so a
lite .exe's properties read "ObsidianDragonLite".
- build.sh resolves the release-filename version per variant by parsing CMakeLists (single source
of truth) instead of a hardcoded string.
Also fixes a latent variant-bleed: build.sh now passes DRAGONX_BUILD_LITE and
DRAGONX_ENABLE_LITE_BACKEND explicitly (ON *and* OFF), so switching variants in a shared build dir
can't reuse a stale cached value (a prior --lite build was making a subsequent full-node build
produce the lite name/version).
Both variants build + report the right version (full 1.3.0, lite 1.0.0); suite passes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
DRAGONX_DEBUG was defined unconditionally, causing D3D11CreateDevice() to
request the debug layer via D3D11_CREATE_DEVICE_DEBUG. This layer is only
available on machines with the Windows SDK or Graphics Tools installed,
so the call fails with DXGI_ERROR_SDK_COMPONENT_MISSING on regular user
machines — causing the app to silently exit.