Commit Graph

2 Commits

Author SHA1 Message Date
0e1b19d0f2 build: bump full-node to 1.3.0 + give ObsidianDragonLite an independent version (1.0.0)
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>
2026-06-07 09:51:28 -05:00
d7bc5c638a fix: remove D3D11 debug layer flag that prevented startup on user machines
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.
2026-03-12 00:13:27 -05:00