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authorRémi Verschelde <rverschelde@gmail.com>2022-09-22 08:28:55 +0200
committerRémi Verschelde <rverschelde@gmail.com>2022-09-26 16:31:46 +0200
commit39facb35a021f9301f742732fbbd3c6a5a548893 (patch)
treec84d1e46f176c069af1bbeef17d25512d18304f8 /misc/dist
parentb9a64c77366361a0d45dcdd2b330911efd1eb3f4 (diff)
SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
Diffstat (limited to 'misc/dist')
-rw-r--r--misc/dist/html/editor.html4
-rw-r--r--misc/dist/html/manifest.json2
2 files changed, 3 insertions, 3 deletions
diff --git a/misc/dist/html/editor.html b/misc/dist/html/editor.html
index ac00270d50..c9f3c2cc0d 100644
--- a/misc/dist/html/editor.html
+++ b/misc/dist/html/editor.html
@@ -411,7 +411,7 @@
}
}
//]]></script>
- <script src="godot.tools.js"></script>
+ <script src="godot.editor.js"></script>
<script>//<![CDATA[
var editor = null;
@@ -706,7 +706,7 @@
displayFailureNotice('WebGL not available');
} else {
setStatusMode('indeterminate');
- editor.init('godot.tools').then(function() {
+ editor.init('godot.editor').then(function() {
if (zip) {
editor.copyToFS("/tmp/preload.zip", zip);
}
diff --git a/misc/dist/html/manifest.json b/misc/dist/html/manifest.json
index ccfb793b20..75af81cda1 100644
--- a/misc/dist/html/manifest.json
+++ b/misc/dist/html/manifest.json
@@ -3,7 +3,7 @@
"short_name": "Godot",
"description": "Multi-platform 2D and 3D game engine with a feature-rich editor (Web edition)",
"lang": "en",
- "start_url": "./godot.tools.html",
+ "start_url": "./godot.editor.html",
"display": "standalone",
"theme_color": "#202531",
"icons": [