Fix community-reported menu, font, version, and dmap issues - #140
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| generated_version_header = custom_target( | ||
| 'openq4_version_generated', | ||
| output: 'openq4_version_generated.h', | ||
| command: version_metadata_command + ['--header-out', '@OUTPUT@'], | ||
| depend_files: files('tools/build/openq4_version.py'), | ||
| build_always_stale: true, | ||
| build_by_default: true, |
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Refresh configured metadata with the version header
On an existing Linux build directory, this target updates the generated header after a commit or dirty-state change, so the rebuilt binaries report the new identity, but assets/linux/openq4.desktop.in and the Steam Deck entry are still produced by configure-time configure_file() calls using the old openq4_version_full value at meson.build:1874-1893. The same partial refresh can leave content/baseoq4/mod.json stale when a newer release tag changes the resolved base version. Regenerate these version-bearing configured artifacts from the build-time metadata as well, or the staged package can contain mutually inconsistent version identities until Meson is manually reconfigured.
AGENTS.md reference: AGENTS.md:L60-L60
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Summary
func_groupentities beforedmapgeometry processing, matching the retail Quake 4 compiler and fixing thehangar1false leak reported in discussion #124Validation
tools/build/meson_setup.ps1 compile -C builddirtools/build/meson_setup.ps1 install -C builddir --no-rebuild --skip-subprojectspython tools/validation/openq4_validate.py push --skip-build --game-libs-repo <modernization-worktree>(passed in 189.4s)game/airdefense2: gameplay entered, pause menu activated in 12ms against a 50ms bound, with no late menu-material or menu-sound loaduiFontParitySelfTestand high-resolution engine screenshot validationgame/hangar1.map: openQ4 now matches the retail compiler's 7,632 world brushes, 6,739 world trisurfs, 8,217 patches, and 1,415 entities, with no leakCommunity context