godot/modules/enet
Rémi Verschelde c7b53c03ae
SCons: Add explicit dependencies on thirdparty code in cloned env
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.

So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).

This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
2020-12-18 10:29:34 +01:00
..
doc_classes Add link titles for all links in the class reference 2020-08-31 14:22:07 +02:00
config.py SCons: Format buildsystem files with psf/black 2020-03-30 09:05:53 +02:00
networked_multiplayer_enet.cpp Fix crash in ENet changing refuse_new_connections 2020-07-29 17:53:41 +02:00
networked_multiplayer_enet.h Add override keywords. 2020-07-10 13:56:54 +01:00
register_types.cpp Reorganized core/ directory, it was too fatty already 2020-11-07 20:17:12 -03:00
register_types.h Adding missing include guards to header files identified by LGTM. 2020-03-23 04:52:36 -04:00
SCsub SCons: Add explicit dependencies on thirdparty code in cloned env 2020-12-18 10:29:34 +01:00