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author | Rémi Verschelde <rverschelde@gmail.com> | 2019-07-22 16:57:24 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2019-07-22 17:17:30 +0200 |
commit | 5dae2ea777da5395cf1b1e9a8bc6abc93f6ae6bb (patch) | |
tree | e53c5d2fbb3892e53352d5061710df8111262b4a /SConstruct | |
parent | f03c1c8d4fcc5758be84ce114c1b4f7990a19aed (diff) |
SCons: Enable C++11 on the whole codebase
**Important:** This does not mean *yet* that C++11 features should be used
in contributions to Godot's codebase.
For now this change is done solely for feature branches working on Vulkan
support and GDScript typed instruction sets for Godot 4.0, which will both
use C++11 features and are based on the master branch.
The plan is to start porting the codebase to C++11 after Godot 3.2 is
released, following upcoming guidelines on the subset of new features that
should be used, and when/how to use them.
We will advertise clearly when C++11 contributions are open, especially
once we start a coordinated effort to port Godot's massive codebase. In the
meantime, please bear with us and good ol' C++03. :)
Diffstat (limited to 'SConstruct')
-rw-r--r-- | SConstruct | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/SConstruct b/SConstruct index 92dc4d9da2..aa5e3a98c8 100644 --- a/SConstruct +++ b/SConstruct @@ -311,6 +311,10 @@ if selected_platform in platform_list: # must happen after the flags, so when flags are used by configure, stuff happens (ie, ssl on x11) detect.configure(env) + # Enable C++11 support + if not env.msvc: + env.Append(CXXFLAGS=['-std=c++11']) + # Configure compiler warnings if env.msvc: # Truncations, narrowing conversions, signed/unsigned comparisons... |