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.travis.yml

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language: node_js
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matrix:
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include:
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- os: osx
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if: type IN (push)
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osx_image: xcode9.0
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language: node_js
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node_js: "8"
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env:
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- ELECTRON_CACHE=$HOME/.cache/electron
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- ELECTRON_BUILDER_CACHE=$HOME/.cache/electron-builder
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- os: linux
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if: type IN (push)
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services: docker
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node_js: "8"
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sudo: required
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dist: trusty
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env: BUILD_SCRIPT=build:linux
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- os: osx
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env: BUILD_SCRIPT=build:mac
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node_js:
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- 8
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language: node_js
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- os: linux
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if: type IN (pull_request)
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node_js: "8"
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sudo: required
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language: node_js
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cache:
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directories:
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- node_modules
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- node_modules
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- $HOME/.cache/electron
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- $HOME/.cache/electron-builder
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before_install:
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- |
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if [ "$TRAVIS_OS_NAME" == "osx" ]; then
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mkdir -p /tmp/git-lfs && curl -L https://github.com/github/git-lfs/releases/download/v2.3.1/git-lfs-$([ "$TRAVIS_OS_NAME" == "linux" ] && echo "linux" || echo "darwin")-amd64-2.3.1.tar.gz | tar -xz -C /tmp/git-lfs --strip-components 1
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export PATH="/tmp/git-lfs:$PATH"
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fi
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install:
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- npm install
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script:
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before_script:
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- git lfs pull
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- npm run build:dist
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- npm run ${BUILD_SCRIPT}
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script:
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- |
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if [ "$TRAVIS_PULL_REQUEST" == "false" ]; then
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if [ "$TRAVIS_OS_NAME" == "linux" ]; then
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docker run --rm \
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--env-file <(env | grep -iE 'DEBUG|NODE_|ELECTRON_|YARN_|NPM_|CI|CIRCLE|TRAVIS|APPVEYOR_|CSC_|_TOKEN|_KEY|AWS_|STRIP|BUILD_') \
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-v ${PWD}:/project \
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-v ~/.cache/electron:/root/.cache/electron \
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-v ~/.cache/electron-builder:/root/.cache/electron-builder \
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electronuserland/builder:wine \
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/bin/bash -c "npm run build:docker"
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else
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npm run build:mac
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fi
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fi
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before_cache:
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- rm -rf $HOME/.cache/electron-builder/wine
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branches:
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except:
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- "/^v\\d+\\.\\d+\\.\\d+$/"
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notifications:
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email:
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on_success: never

README.md

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@@ -4,6 +4,8 @@ Visit [Steam ROM Manager](https://frogthefrog.github.io/steam-rom-manager)'s git
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# For developers
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[![Build Status](https://travis-ci.org/FrogTheFrog/steam-rom-manager.svg?branch=v2.2.5)](https://travis-ci.org/FrogTheFrog/steam-rom-manager)
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To compile this app, you'll need the latest `Node.js` and `npm`. Every script will need to be run from project directory.
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Before running any scripts, dependencies must be installed using:
@@ -27,6 +29,7 @@ All script must be run using `npm run` command. For example, `npm run watch:rend
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|`build:dist`|Runs `build:main` and `build:renderer`|
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|`build:win`|Compiles an executable installer for Windows|
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|`build:linux`|Compiles a `deb` package and `AppImage` for linux|
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|`build:docker`|`build:win` and `build:linux` joined together|
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|`build:mac`|Compiles a `dmg` package for MacOS|
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## Debugging an app

appveyor.yml

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This file was deleted.

package.json

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"build:dist": "rimraf dist && npm run build:main && npm run build:renderer",
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"build:win": "build --win --ia32 --x64",
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"build:linux": "build --linux --ia32 --x64",
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"build:docker": "build --linux --win --ia32 --x64",
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"build:mac": "build --mac --ia32 --x64"
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},
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"dependencies": {

src/lang/english/markdown/executable-arguments.md

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Arguments which are appended to executable to produce final shortcut. Most of the time you will want to set it using provided parser variables.
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## Examples
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Here you can find examples provided by `HE Spoke`{.noWrap}, `NicholasNRG`{.noWrap} and `FrogTheFrog`{.noWrap}.
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## Examples By System
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### RetroArch
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#### Nintendo Entertainment System (NES)
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```
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-D -f -L "${exeDir}\cores\bnes_libretro.dll" "${filePath}"
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-L "cores${/}YOUR_CORE.dll" "${filePath}"
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```
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#### Super Nintendo Entertainment System (SNES)
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### Cemu (WiiU)
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```
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-D -f -L "${exeDir}\cores\snes9x_libretro.dll" "${filePath}"
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-f -g "${filePath}"
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```
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#### Nintendo 64 (N64)
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### Dolphin Emu (Gamecube and Wii)
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```
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-D -f -L "${exeDir}\cores\mupen64plus_libretro.dll" "${filePath}"
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--batch --exec --confirm=false "${filePath}"
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```
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#### Sega Genesis
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### Project64 2.3+ (N64)
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```
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-D -f -L "${exeDir}\cores\genesis_plus_gx_libretro.dll" "${filePath}"
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"${filePath}"
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```
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#### Sega CD
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### Mupen64+ (N64)
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```
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-D -f -L "${exeDir}\cores\genesis_plus_gx_libretro.dll" "${filePath}"
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--fullscreen "${filePath}"
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```
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#### Sony Playstation
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### DeSmuME (Nintendo DS)
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```
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-D -f -L "${exeDir}\cores\mednafen_psx_libretro.dll" "${filePath}"
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"${filePath}"
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```
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### Dolphin Emu (Gamecube and Wii)
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### mGBA (Gameboy, Gameboy Color, and Gameboy Advance)
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```
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--batch --exec "${filePath}"
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-f "${filePath}"
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```
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### Cemu (WiiU)
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### Nestopia (NES/Famicom)
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```
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-f -g "${filePath}"
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"${filePath}" -video fullscreen bpp : 16 -video fullscreen width : 1024 -video fullscreen height : 768 -preferences fullscreen on start : yes -view size fullscreen : stretched
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```
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### nullDC (Sega Dreamcast)
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-config nullDC_GUI:Fullscreen=1 -config ImageReader:DefaultImage="${filePath}"
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```
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### Kega Fusion (Sega Genesis and Sega 32X)
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```
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"${filePath}" -gen -auto -fullscreen
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```
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### RPCS3 (Sony Playstation 3)
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```
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"${filePath}"
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```
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### PCSX2 (Sony Playstation 2)
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```
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--fullscreen --nogui "${filePath}"
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```
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### Kega Fusion (Sega Genesis and Sega 32X)
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### PCSX-R (Sony Playstation 1)
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```
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"${filePath}" -gen -auto -fullscreen
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-nogui -cdfile "${filePath}"
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```
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### Project64 2.3+ (N64)
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### ePSXe (Sony Playstation 1)
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```
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"${filePath}"
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-f -nogui -loadbin "${filePath}"
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```
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### Nestopia (NES/Famicom)
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### PPSSPP (Sony Playstation Portable)
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```
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"${filePath}" -video fullscreen bpp : 16 -video fullscreen width : 1024 -video fullscreen height : 768 -preferences fullscreen on start : yes -view size fullscreen : stretched
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"${filePath}"
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```
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## What does "Append arguments to executable" do?

webpack/main.js

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};
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let productionConfig = {
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bail: process.env.TRAVIS ? JSON.parse(process.env.TRAVIS) : false
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};
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if (process.env.NODE_ENV === 'production')

webpack/renderer.js

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};
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let productionConfig = {
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bail: process.env.TRAVIS ? JSON.parse(process.env.TRAVIS) : false,
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plugins: [
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new webpack.DefinePlugin({
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'process.env.NODE_ENV': JSON.stringify(process.env.NODE_ENV)

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