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SCons: Cleanup DEBUG, _DEBUG and NDEBUG defines
- `_DEBUG` is MSVC specific so it didn't make much sense to define for Android and iOS builds. - iOS was the only platform to define `DEBUG`. We don't use it anywhere outside thirdparty code, which we usually don't intend to debug, so it seems better to be consistent with other platforms. - Consistently define `NDEBUG` to disable assert behavior in both `release` and `release_debug` targets. This used to be set for `release` for all platforms, and `release_debug` for Android and iOS only. - Due to the above, I removed the only use we made of `assert()` in Godot code, which was only implemented for Unix anyway, should have been `DEV_ENABLED`, and is in PoolAllocator which we don't actually use. - The denoise and recast modules keep defining `NDEBUG` even for the `debug` target as we don't want OIDN and Embree asserting all over the place.
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@@ -124,12 +124,9 @@ def configure(env):
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env.Append(CCFLAGS=[opt])
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elif env["optimize"] == "size": # optimize for size
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env.Append(CCFLAGS=["-Oz"])
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env.Append(CPPDEFINES=["NDEBUG"])
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elif env["target"] == "debug":
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env.Append(LINKFLAGS=["-O0"])
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env.Append(CCFLAGS=["-O0", "-g", "-fno-limit-debug-info"])
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env.Append(CPPDEFINES=["_DEBUG"])
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env.Append(CPPFLAGS=["-UNDEBUG"])
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env.Append(CCFLAGS=["-O0", "-g"])
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# LTO
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