Merge separate RGSS version build configs into one
Setup active RGSS version at runtime. Desired version can be specified via config, or as default, auto detected from the game files. This removes the need to build specifically for each version, which should help packaging a lot. This also greatly reduces the danger of introducing code that wouldn't compile on all RGSS version paths (as certain code paths were completely ifdef'd out). This can be optimized more, eg. not compiling shaders that aren't needed in the active version.
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@ -58,6 +58,7 @@ This binding only exists for testing purposes and does nothing (the engine quits
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* SDL2_image
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* SDL2_ttf
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* SDL_sound (latest hg, apply provided patches!)
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* vorbisfile
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* pixman
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* fluidsynth (if midi enabled)
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* zlib (only ruby bindings)
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@ -77,8 +78,6 @@ By default, mkxp switches into the directory where its binary is contained and t
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To auto detect the encoding of the game title in `Game.ini` and auto convert it to UTF-8, build with `CONFIG+=INI_ENCODING`. Requires iconv implementation and libguess. If the encoding is wrongly detected, you can set the "titleLanguage" hint in mkxp.conf.
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**RGSS Version**: Add `RGSS_VER=<version>`, with `<version>` being either 1, 2 or 3, to the parameter list to select the desired version. The default is 1.
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**MRI-Binding**: pkg-config will look for `ruby-2.1.pc`, but you can modify mkxp.pro to use 2.0 instead. This is the default binding, so no arguments to qmake needed (`BINDING=MRI` to be explicit).
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**MRuby-Binding**: place the "mruby" folder into the project folder and build it first. Add `BINDING=MRUBY` to qmake's arguments.
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