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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 /editor/icons | |
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. :)
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