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- `_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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.. | ||
dir_access_unix.cpp | ||
dir_access_unix.h | ||
file_access_unix.cpp | ||
file_access_unix.h | ||
ip_unix.cpp | ||
ip_unix.h | ||
net_socket_posix.cpp | ||
net_socket_posix.h | ||
os_unix.cpp | ||
os_unix.h | ||
SCsub | ||
syslog_logger.cpp | ||
syslog_logger.h | ||
thread_posix.cpp | ||
thread_posix.h |