diff --git a/lib/irrlicht/media/d3d8.psh b/lib/irrlicht/media/d3d8.psh
deleted file mode 100644
index d38a3d617..000000000
--- a/lib/irrlicht/media/d3d8.psh
+++ /dev/null
@@ -1,10 +0,0 @@
-; part of the Irrlicht Engine Shader example.
-; This simple Direct3D9 pixel shader will be loaded by the engine.
-; Please note that these example shaders don't do anything really useful.
-; They only demonstrate that shaders can be used in Irrlicht.
-
-ps.1.1
-
-tex t0 ; sample color map
-mul_x2 t0, t0, v0 ; mulitply with color
-add r0, t0, t0 ; make it brighter and store result
diff --git a/lib/irrlicht/media/d3d8.vsh b/lib/irrlicht/media/d3d8.vsh
deleted file mode 100644
index e0c24f700..000000000
--- a/lib/irrlicht/media/d3d8.vsh
+++ /dev/null
@@ -1,37 +0,0 @@
-; part of the Irrlicht Engine Shader example.
-; This Direct3D9 vertex shader will be loaded by the engine.
-; Please note that these example shaders don't do anything really useful.
-; They only demonstrate that shaders can be used in Irrlicht.
-
-vs.1.1
-
-; transpose and transform position to clip space
-mul r0, v0.x, c4
-mad r0, v0.y, c5, r0
-mad r0, v0.z, c6, r0
-add oPos, c7, r0
-
-; transform normal
-dp3 r1.x, v1, c0
-dp3 r1.y, v1, c1
-dp3 r1.z, v1, c2
-
-; renormalize normal
-dp3 r1.w, r1, r1
-rsq r1.w, r1.w
-mul r1, r1, r1.w
-
-; calculate light vector
-m4x4 r6, v0, c10 ; vertex into world position
-add r2, c8, -r6 ; vtxpos - lightpos
-
-; normalize light vector
-dp3 r2.w, r2, r2
-rsq r2.w, r2.w
-mul r2, r2, r2.w
-
-; calculate light color
-dp3 r3, r1, r2 ; dp3 with negative light vector
-lit r5, r3 ; clamp to zero if r3 < 0, r5 has diffuce component in r5.y
-mul oD0, r5.y, c9 ; ouput diffuse color
-mov oT0, v3 ; store texture coordinates
diff --git a/lib/irrlicht/media/d3d9.hlsl b/lib/irrlicht/media/d3d9.hlsl
deleted file mode 100644
index e3f3e42be..000000000
--- a/lib/irrlicht/media/d3d9.hlsl
+++ /dev/null
@@ -1,84 +0,0 @@
-// part of the Irrlicht Engine Shader example.
-// These simple Direct3D9 pixel and vertex shaders will be loaded by the shaders
-// example. Please note that these example shaders don't do anything really useful.
-// They only demonstrate that shaders can be used in Irrlicht.
-
-//-----------------------------------------------------------------------------
-// Global variables
-//-----------------------------------------------------------------------------
-float4x4 mWorldViewProj; // World * View * Projection transformation
-float4x4 mInvWorld; // Inverted world matrix
-float4x4 mTransWorld; // Transposed world matrix
-float3 mLightPos; // Light position
-float4 mLightColor; // Light color
-
-
-// Vertex shader output structure
-struct VS_OUTPUT
-{
- float4 Position : POSITION; // vertex position
- float4 Diffuse : COLOR0; // vertex diffuse color
- float2 TexCoord : TEXCOORD0; // tex coords
-};
-
-
-VS_OUTPUT vertexMain(in float4 vPosition : POSITION,
- in float3 vNormal : NORMAL,
- float2 texCoord : TEXCOORD0 )
-{
- VS_OUTPUT Output;
-
- // transform position to clip space
- Output.Position = mul(vPosition, mWorldViewProj);
-
- // transform normal
- float3 normal = mul(float4(vNormal,0.0), mInvWorld);
-
- // renormalize normal
- normal = normalize(normal);
-
- // position in world coodinates
- float3 worldpos = mul(mTransWorld, vPosition);
-
- // calculate light vector, vtxpos - lightpos
- float3 lightVector = worldpos - mLightPos;
-
- // normalize light vector
- lightVector = normalize(lightVector);
-
- // calculate light color
- float3 tmp = dot(-lightVector, normal);
- tmp = lit(tmp.x, tmp.y, 1.0);
-
- tmp = mLightColor * tmp.y;
- Output.Diffuse = float4(tmp.x, tmp.y, tmp.z, 0);
- Output.TexCoord = texCoord;
-
- return Output;
-}
-
-
-// Pixel shader output structure
-struct PS_OUTPUT
-{
- float4 RGBColor : COLOR0; // Pixel color
-};
-
-
-sampler2D myTexture;
-
-PS_OUTPUT pixelMain(float2 TexCoord : TEXCOORD0,
- float4 Position : POSITION,
- float4 Diffuse : COLOR0 )
-{
- PS_OUTPUT Output;
-
- float4 col = tex2D( myTexture, TexCoord ); // sample color map
-
- // multiply with diffuse and do other senseless operations
- Output.RGBColor = Diffuse * col;
- Output.RGBColor *= 4.0;
-
- return Output;
-}
-
diff --git a/lib/irrlicht/media/d3d9.psh b/lib/irrlicht/media/d3d9.psh
deleted file mode 100644
index 8286eb862..000000000
--- a/lib/irrlicht/media/d3d9.psh
+++ /dev/null
@@ -1,11 +0,0 @@
-; part of the Irrlicht Engine Shader example.
-; This simple Direct3D9 pixel shader will be loaded by the engine.
-; Please note that these example shaders don't do anything really useful.
-; They only demonstrate that shaders can be used in Irrlicht.
-
-ps.1.1
-
-tex t0 ; sample color map
-add r0, v0, v0 ; mulitply with color
-mul t0, t0, r0 ; mulitply with color
-add r0, t0, t0 ; make it brighter and store result
diff --git a/lib/irrlicht/media/d3d9.vsh b/lib/irrlicht/media/d3d9.vsh
deleted file mode 100644
index 0d1dfe9f8..000000000
--- a/lib/irrlicht/media/d3d9.vsh
+++ /dev/null
@@ -1,42 +0,0 @@
-; part of the Irrlicht Engine Shader example.
-; This Direct3D9 vertex shader will be loaded by the engine.
-; Please note that these example shaders don't do anything really useful.
-; They only demonstrate that shaders can be used in Irrlicht.
-
-vs.1.1
-
-dcl_position v0; ; declare position
-dcl_normal v1; ; declare normal
-dcl_color v2; ; declare color
-dcl_texcoord0 v3; ; declare texture coordinate
-
-; transpose and transform position to clip space
-mul r0, v0.x, c4
-mad r0, v0.y, c5, r0
-mad r0, v0.z, c6, r0
-add oPos, c7, r0
-
-; transform normal
-dp3 r1.x, v1, c0
-dp3 r1.y, v1, c1
-dp3 r1.z, v1, c2
-
-; renormalize normal
-dp3 r1.w, r1, r1
-rsq r1.w, r1.w
-mul r1, r1, r1.w
-
-; calculate light vector
-m4x4 r6, v0, c10 ; vertex into world position
-add r2, c8, -r6 ; vtxpos - lightpos
-
-; normalize light vector
-dp3 r2.w, r2, r2
-rsq r2.w, r2.w
-mul r2, r2, r2.w
-
-; calculate light color
-dp3 r3, r1, r2 ; dp3 with negative light vector
-lit r5, r3 ; clamp to zero if r3 < 0, r5 has diffuce component in r5.y
-mul oD0, r5.y, c9 ; ouput diffuse color
-mov oT0, v3 ; store texture coordinates
\ No newline at end of file
diff --git a/lib/irrlicht/media/opengl.frag b/lib/irrlicht/media/opengl.frag
deleted file mode 100644
index 82c3d5c91..000000000
--- a/lib/irrlicht/media/opengl.frag
+++ /dev/null
@@ -1,9 +0,0 @@
-
-uniform sampler2D myTexture;
-
-void main (void)
-{
- vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
- col *= gl_Color;
- gl_FragColor = col * 4.0;
-}
diff --git a/lib/irrlicht/media/opengl.psh b/lib/irrlicht/media/opengl.psh
deleted file mode 100644
index 9f9d03bb4..000000000
--- a/lib/irrlicht/media/opengl.psh
+++ /dev/null
@@ -1,22 +0,0 @@
-!!ARBfp1.0
-# part of the Irrlicht Engine Shader example.
-# Please note that these example shaders don't do anything really useful.
-# They only demonstrate that shaders can be used in Irrlicht.
-
-#Input
-ATTRIB inTexCoord = fragment.texcoord; # texture coordinates
-ATTRIB inColor = fragment.color.primary; # interpolated diffuse color
-
-#Output
-OUTPUT outColor = result.color;
-
-TEMP texelColor;
-TEMP tmp;
-TXP texelColor, inTexCoord, texture, 2D;
-
-ADD tmp, inColor, inColor; # mulitply with color
-MUL texelColor, texelColor, tmp; # mulitply with color
-ADD outColor, texelColor, texelColor; # make it brighter and store result
-
-END
-
diff --git a/lib/irrlicht/media/opengl.vert b/lib/irrlicht/media/opengl.vert
deleted file mode 100644
index bfee8169d..000000000
--- a/lib/irrlicht/media/opengl.vert
+++ /dev/null
@@ -1,27 +0,0 @@
-
-uniform mat4 mWorldViewProj;
-uniform mat4 mInvWorld;
-uniform mat4 mTransWorld;
-uniform vec3 mLightPos;
-uniform vec4 mLightColor;
-
-void main(void)
-{
- gl_Position = mWorldViewProj * gl_Vertex;
-
- vec4 normal = vec4(gl_Normal, 0.0);
- normal = mInvWorld * normal;
- normal = normalize(normal);
-
- vec4 worldpos = gl_Vertex * mTransWorld;
-
- vec4 lightVector = worldpos - vec4(mLightPos,1.0);
- lightVector = normalize(lightVector);
-
- float tmp2 = dot(-lightVector, normal);
-
- vec4 tmp = mLightColor * tmp2;
- gl_FrontColor = gl_BackColor = vec4(tmp.x, tmp.y, tmp.z, 0.0);
-
- gl_TexCoord[0] = gl_MultiTexCoord0;
-}
diff --git a/lib/irrlicht/media/opengl.vsh b/lib/irrlicht/media/opengl.vsh
deleted file mode 100644
index 9cd71bf29..000000000
--- a/lib/irrlicht/media/opengl.vsh
+++ /dev/null
@@ -1,60 +0,0 @@
-!!ARBvp1.0
-# part of the Irrlicht Engine Shader example.
-# Please note that these example shaders don't do anything really useful.
-# They only demonstrate that shaders can be used in Irrlicht.
-
-#input
-ATTRIB InPos = vertex.position;
-ATTRIB InColor = vertex.color;
-ATTRIB InNormal = vertex.normal;
-ATTRIB InTexCoord = vertex.texcoord;
-
-#output
-OUTPUT OutPos = result.position;
-OUTPUT OutColor = result.color;
-OUTPUT OutTexCoord = result.texcoord;
-
-PARAM MVP[4] = { state.matrix.mvp }; # modelViewProjection matrix.
-TEMP Temp;
-TEMP TempColor;
-TEMP TempNormal;
-TEMP TempPos;
-
-#transform position to clip space
-DP4 Temp.x, MVP[0], InPos;
-DP4 Temp.y, MVP[1], InPos;
-DP4 Temp.z, MVP[2], InPos;
-DP4 Temp.w, MVP[3], InPos;
-
-#transform normal
-DP3 TempNormal.x, InNormal.x, program.local[0];
-DP3 TempNormal.y, InNormal.y, program.local[1];
-DP3 TempNormal.z, InNormal.z, program.local[2];
-
-#renormalize normal
-DP3 TempNormal.w, TempNormal, TempNormal;
-RSQ TempNormal.w, TempNormal.w;
-MUL TempNormal, TempNormal, TempNormal.w;
-
-# calculate light vector
-DP4 TempPos.x, InPos, program.local[10]; # vertex into world position
-DP4 TempPos.y, InPos, program.local[11];
-DP4 TempPos.z, InPos, program.local[12];
-DP4 TempPos.w, InPos, program.local[13];
-
-ADD TempPos, program.local[8], -TempPos; # vtxpos - lightpos
-
-# normalize light vector
-DP3 TempPos.w, TempPos, TempPos;
-RSQ TempPos.w, TempPos.w;
-MUL TempPos, TempPos, TempPos.w;
-
-# calculate light color
-DP3 TempColor, TempNormal, TempPos; # dp3 with negative light vector
-LIT OutColor, TempColor; # clamp to zero if r3 < 0, r5 has diffuce component in r5.y
-MUL OutColor, TempColor.y, program.local[9]; # ouput diffuse color
-MOV OutColor.w, 1.0; # we want alpha to be always 1
-MOV OutTexCoord, InTexCoord; # store texture coordinate
-MOV OutPos, Temp;
-
-END
\ No newline at end of file
diff --git a/lib/irrlicht/source/Irrlicht/Irrlicht-gcc.cbp b/lib/irrlicht/source/Irrlicht/Irrlicht-gcc.cbp
deleted file mode 100644
index 5d4c0250a..000000000
--- a/lib/irrlicht/source/Irrlicht/Irrlicht-gcc.cbp
+++ /dev/null
@@ -1,1322 +0,0 @@
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diff --git a/lib/irrlicht/source/Irrlicht/Irrlicht10.0.vcxproj.filters b/lib/irrlicht/source/Irrlicht/Irrlicht10.0.vcxproj.filters
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-
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- Irrlicht\irr\extern\bzip2
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-
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-
-
- Irrlicht\irr\device
-
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-
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-
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- Irrlicht\irr\device
-
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- Irrlicht\irr\device
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- Irrlicht\irr\device
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- Irrlicht\irr\device
-
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- Irrlicht\io
-
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- Irrlicht\io
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- Irrlicht\io
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- Irrlicht\io
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- Irrlicht\io
-
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- Irrlicht\io
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- Irrlicht\io
-
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- Irrlicht\io
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- Irrlicht\io
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- Irrlicht\io
-
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- Irrlicht\io
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- Irrlicht\io
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- Irrlicht\io
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- Irrlicht\io
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- Irrlicht\io
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- Irrlicht\io
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- Irrlicht\gui
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- Irrlicht\gui
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- Irrlicht\gui
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- Irrlicht\gui
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- Irrlicht\gui
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- Irrlicht\gui
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- Irrlicht\gui
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- Irrlicht\gui
-
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- Irrlicht\gui
-
-
- Irrlicht\gui
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- Irrlicht\gui
-
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- Irrlicht\gui
-
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- Irrlicht\gui
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- Irrlicht\gui
-
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- Irrlicht\gui
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- Irrlicht\gui
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- Irrlicht\gui
-
-
- Irrlicht\gui
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-
- Irrlicht\gui
-
-
- Irrlicht\gui
-
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- Irrlicht\gui
-
-
- Irrlicht\gui
-
-
- Irrlicht\gui
-
-
- Irrlicht\gui
-
-
- Irrlicht\gui
-
-
- Irrlicht\gui
-
-
- Irrlicht\gui
-
-
- Irrlicht\gui
-
-
- Irrlicht\scene\loaders
-
-
- Irrlicht\scene\loaders
-
-
- Irrlicht\video\Direct3D9
-
-
- Irrlicht\video\OpenGL
-
-
- Irrlicht\video
-
-
-
-
-
-
\ No newline at end of file
diff --git a/lib/irrlicht/source/Irrlicht/Irrlicht8.0.sln b/lib/irrlicht/source/Irrlicht/Irrlicht8.0.sln
deleted file mode 100644
index e9759b209..000000000
--- a/lib/irrlicht/source/Irrlicht/Irrlicht8.0.sln
+++ /dev/null
@@ -1,29 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 9.00
-# Visual Studio 2005
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-EndProject
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- Release|Win32 = Release|Win32
- Static lib - Debug|Win32 = Static lib - Debug|Win32
- Static lib - Release - Fast FPU|Win32 = Static lib - Release - Fast FPU|Win32
- Static lib - Release|Win32 = Static lib - Release|Win32
- EndGlobalSection
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- {E08E042A-6C45-411B-92BE-3CC31331019F}.Debug|Win32.Build.0 = Debug|Win32
- {E08E042A-6C45-411B-92BE-3CC31331019F}.Release|Win32.ActiveCfg = Release|Win32
- {E08E042A-6C45-411B-92BE-3CC31331019F}.Release|Win32.Build.0 = Release|Win32
- {E08E042A-6C45-411B-92BE-3CC31331019F}.Static lib - Debug|Win32.ActiveCfg = Static lib - Debug|Win32
- {E08E042A-6C45-411B-92BE-3CC31331019F}.Static lib - Debug|Win32.Build.0 = Static lib - Debug|Win32
- {E08E042A-6C45-411B-92BE-3CC31331019F}.Static lib - Release - Fast FPU|Win32.ActiveCfg = Static lib - Release - Fast FPU|Win32
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deleted file mode 100644
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deleted file mode 100644
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diff --git a/lib/irrlicht/source/Irrlicht/Irrlicht_xbox.sln b/lib/irrlicht/source/Irrlicht/Irrlicht_xbox.sln
deleted file mode 100644
index 1a358172d..000000000
--- a/lib/irrlicht/source/Irrlicht/Irrlicht_xbox.sln
+++ /dev/null
@@ -1,30 +0,0 @@
-Microsoft Visual Studio Solution File, Format Version 8.00
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Irrlicht_xbox", "Irrlicht_xbox.vcproj", "{2440E601-7438-4C6B-B4AF-BBFE9735875E}"
- ProjectSection(ProjectDependencies) = postProject
- EndProjectSection
-EndProject
-Global
- GlobalSection(SolutionConfiguration) = preSolution
- Debug = Debug
- Profile = Profile
- Profile_FastCap = Profile_FastCap
- Release = Release
- Release_LTCG = Release_LTCG
- EndGlobalSection
- GlobalSection(ProjectConfiguration) = postSolution
- {2440E601-7438-4C6B-B4AF-BBFE9735875E}.Debug.ActiveCfg = Debug|Xbox
- {2440E601-7438-4C6B-B4AF-BBFE9735875E}.Debug.Build.0 = Debug|Xbox
- {2440E601-7438-4C6B-B4AF-BBFE9735875E}.Profile.ActiveCfg = Profile|Xbox
- {2440E601-7438-4C6B-B4AF-BBFE9735875E}.Profile.Build.0 = Profile|Xbox
- {2440E601-7438-4C6B-B4AF-BBFE9735875E}.Profile_FastCap.ActiveCfg = Profile_FastCap|Xbox
- {2440E601-7438-4C6B-B4AF-BBFE9735875E}.Profile_FastCap.Build.0 = Profile_FastCap|Xbox
- {2440E601-7438-4C6B-B4AF-BBFE9735875E}.Release.ActiveCfg = Release|Xbox
- {2440E601-7438-4C6B-B4AF-BBFE9735875E}.Release.Build.0 = Release|Xbox
- {2440E601-7438-4C6B-B4AF-BBFE9735875E}.Release_LTCG.ActiveCfg = Release_LTCG|Xbox
- {2440E601-7438-4C6B-B4AF-BBFE9735875E}.Release_LTCG.Build.0 = Release_LTCG|Xbox
- EndGlobalSection
- GlobalSection(ExtensibilityGlobals) = postSolution
- EndGlobalSection
- GlobalSection(ExtensibilityAddIns) = postSolution
- EndGlobalSection
-EndGlobal
diff --git a/lib/irrlicht/source/Irrlicht/Irrlicht_xbox.vcproj b/lib/irrlicht/source/Irrlicht/Irrlicht_xbox.vcproj
deleted file mode 100644
index d92d0dfd8..000000000
--- a/lib/irrlicht/source/Irrlicht/Irrlicht_xbox.vcproj
+++ /dev/null
@@ -1,1987 +0,0 @@
-
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diff --git a/lib/irrlicht/tests/2dmaterial.cpp b/lib/irrlicht/tests/2dmaterial.cpp
deleted file mode 100644
index b47b56c8f..000000000
--- a/lib/irrlicht/tests/2dmaterial.cpp
+++ /dev/null
@@ -1,910 +0,0 @@
-#include "testUtils.h"
-#include