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author | Rémi Verschelde <rverschelde@gmail.com> | 2022-09-22 08:28:55 +0200 |
---|---|---|
committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-09-26 16:31:46 +0200 |
commit | 39facb35a021f9301f742732fbbd3c6a5a548893 (patch) | |
tree | c84d1e46f176c069af1bbeef17d25512d18304f8 /modules/csg | |
parent | b9a64c77366361a0d45dcdd2b330911efd1eb3f4 (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 'modules/csg')
-rw-r--r-- | modules/csg/SCsub | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/modules/csg/SCsub b/modules/csg/SCsub index 55f859db11..1cf9974fc1 100644 --- a/modules/csg/SCsub +++ b/modules/csg/SCsub @@ -7,5 +7,5 @@ env_csg = env_modules.Clone() # Godot source files env_csg.add_source_files(env.modules_sources, "*.cpp") -if env["tools"]: +if env.editor_build: env_csg.add_source_files(env.modules_sources, "editor/*.cpp") |