fbx: Fix include for zlib that broke unbundling
It's possible to link against system zlib on Linux, so we should use system paths.
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@ -8,6 +8,9 @@ env_fbx = env_modules.Clone()
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# Make includes relative to the folder path specified here so our includes are clean
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# Make includes relative to the folder path specified here so our includes are clean
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env_fbx.Prepend(CPPPATH=["#modules/fbx/"])
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env_fbx.Prepend(CPPPATH=["#modules/fbx/"])
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if env["builtin_zlib"]:
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env_fbx.Prepend(CPPPATH=["#thirdparty/zlib/"])
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# Godot's own source files
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# Godot's own source files
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env_fbx.add_source_files(env.modules_sources, "tools/*.cpp")
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env_fbx.add_source_files(env.modules_sources, "tools/*.cpp")
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env_fbx.add_source_files(env.modules_sources, "data/*.cpp")
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env_fbx.add_source_files(env.modules_sources, "data/*.cpp")
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@ -74,8 +74,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* @brief Implementation of the FBX parser and the rudimentary DOM that we use
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* @brief Implementation of the FBX parser and the rudimentary DOM that we use
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*/
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*/
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#include "thirdparty/zlib/zlib.h"
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#include <stdlib.h> /* strtol */
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#include <stdlib.h> /* strtol */
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#include <zlib.h>
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#include "ByteSwapper.h"
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#include "ByteSwapper.h"
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#include "FBXParseTools.h"
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#include "FBXParseTools.h"
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