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authorRémi Verschelde <rverschelde@gmail.com>2022-09-23 14:49:11 +0200
committerRémi Verschelde <rverschelde@gmail.com>2022-09-23 15:21:26 +0200
commit26e9145c26e6a6c2794300a4a7cf5b19e8b6be37 (patch)
treeb5f98590d90e8545b102f67de3e2f61f1fcd6404 /doc/classes/GradientTexture2D.xml
parent56e847ef653ce2b818b9f2095452b6c0c0c44d54 (diff)
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.
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