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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.

(cherry picked from commit 26e9145c26)
This commit is contained in:
Rémi Verschelde
2022-09-23 14:49:11 +02:00
parent bd248650d1
commit b0b759e6da
12 changed files with 9 additions and 32 deletions

View File

@@ -49,7 +49,6 @@
#include <sys/sysctl.h>
#endif
#include <assert.h>
#include <dlfcn.h>
#include <errno.h>
#include <poll.h>
@@ -87,10 +86,6 @@ static void _setup_clock() {
}
#endif
void OS_Unix::debug_break() {
assert(false);
};
static void handle_interrupt(int sig) {
if (ScriptDebugger::get_singleton() == nullptr) {
return;