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authorKevin Smith <git@kismith.co.uk>2022-07-25 20:10:20 +0100
committerKevin Smith <git@kismith.co.uk>2022-07-25 20:10:20 +0100
commitd8900e0020b21d449069ef2a301253371fb70a21 (patch)
tree61f21bbaeb1d9b766de751b68190f5deae15aa16 /platform/ios/godot_view_renderer.mm
parent18596f6b3dd8a3bda04d0367d37f94c579a8a6e7 (diff)
Use bigobj for release MSVC builds
Previously it was used only on debug builds, but recent additions to variant_call.cpp have made that unit too large even in release_debug. It was originally set to debug only because using it breaks mingw, so this only reinstates it for MSVC where it shouldn't have any drawbacks (famous last words). Test-Information: Builds for me with scons -j 40 platform=windows target=release_debug and my game then runs from it.
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