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Pass engine name and version parts as proper strings
Removes the need for _MKSTR all over the place which has the drawback of converting _MKSTR(UNKNOWN_DEFINE) to "UKNOWN_DEFINE" instead of throwing a compilation error.
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@@ -23,13 +23,13 @@ BEGIN
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BLOCK "040904b0"
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BEGIN
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VALUE "CompanyName", "Godot Engine"
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VALUE "FileDescription", _MKSTR(VERSION_NAME) " Editor"
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VALUE "FileDescription", VERSION_NAME " Editor"
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VALUE "FileVersion", _MKSTR(VERSION_MAJOR) "." _MKSTR(VERSION_MINOR) "." _MKSTR(VERSION_PATCH)
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VALUE "ProductName", _MKSTR(VERSION_NAME)
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VALUE "ProductName", VERSION_NAME
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VALUE "Licence", "MIT"
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VALUE "LegalCopyright", "Copyright (c) 2007-" _MKSTR(VERSION_YEAR) " Juan Linietsky, Ariel Manzur"
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VALUE "Info", "http://www.godotengine.org"
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VALUE "ProductVersion", _MKSTR(VERSION_MAJOR) "." _MKSTR(VERSION_MINOR) PATCH_STRING "." _MKSTR(VERSION_REVISION)
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VALUE "Info", "https://godotengine.org"
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VALUE "ProductVersion", _MKSTR(VERSION_MAJOR) "." _MKSTR(VERSION_MINOR) PATCH_STRING "." VERSION_REVISION
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END
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END
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BLOCK "VarFileInfo"
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@@ -2166,7 +2166,7 @@ String OS_Windows::get_cache_path() const {
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// Get properly capitalized engine name for system paths
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String OS_Windows::get_godot_dir_name() const {
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return String(_MKSTR(VERSION_SHORT_NAME)).capitalize();
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return String(VERSION_SHORT_NAME).capitalize();
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}
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String OS_Windows::get_system_dir(SystemDir p_dir) const {
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