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39facb35a0
Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
50 lines
1.3 KiB
Python
50 lines
1.3 KiB
Python
#!/usr/bin/env python
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Import("env")
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Import("env_modules")
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env_ws = env_modules.Clone()
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thirdparty_obj = []
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if env["platform"] == "web":
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# Our JavaScript/C++ interface.
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env.AddJSLibraries(["library_godot_websocket.js"])
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elif env["builtin_wslay"]:
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# Thirdparty source files
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thirdparty_dir = "#thirdparty/wslay/"
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thirdparty_sources = [
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"wslay_net.c",
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"wslay_event.c",
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"wslay_queue.c",
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"wslay_frame.c",
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]
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thirdparty_sources = [thirdparty_dir + s for s in thirdparty_sources]
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env_ws.Prepend(CPPPATH=[thirdparty_dir])
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env_ws.Append(CPPDEFINES=["HAVE_CONFIG_H"])
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if env["platform"] == "windows" or env["platform"] == "uwp":
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env_ws.Append(CPPDEFINES=["HAVE_WINSOCK2_H"])
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else:
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env_ws.Append(CPPDEFINES=["HAVE_NETINET_IN_H"])
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env_thirdparty = env_ws.Clone()
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env_thirdparty.disable_warnings()
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env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
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env.modules_sources += thirdparty_obj
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# Godot source files
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module_obj = []
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env_ws.add_source_files(module_obj, "*.cpp")
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if env.editor_build:
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env_ws.add_source_files(module_obj, "editor/*.cpp")
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env.modules_sources += module_obj
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# Needed to force rebuilding the module files when the thirdparty library is updated.
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env.Depends(module_obj, thirdparty_obj)
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