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author | Rémi Verschelde <rverschelde@gmail.com> | 2020-12-17 16:01:36 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2020-12-18 10:29:34 +0100 |
commit | c7b53c03ae7f7feb45a6023ee5cf764025ebb5e1 (patch) | |
tree | ca0d74f1ca3c3fd1c36a656493b22adebf3d14bf /scene/SCsub | |
parent | 5332d212f9bc0932544156d1fa1f568bf4ae24a8 (diff) |
SCons: Add explicit dependencies on thirdparty code in cloned env
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.
So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).
This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
Diffstat (limited to 'scene/SCsub')
-rw-r--r-- | scene/SCsub | 18 |
1 files changed, 1 insertions, 17 deletions
diff --git a/scene/SCsub b/scene/SCsub index f9fc00f3f2..ccd2bab8ff 100644 --- a/scene/SCsub +++ b/scene/SCsub @@ -4,24 +4,9 @@ Import("env") env.scene_sources = [] -# Thirdparty code -thirdparty_dir = "#thirdparty/misc/" -thirdparty_sources = [ - # C++ sources - "easing_equations.cpp", - # C sources - "mikktspace.c", -] -thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources] - -env_thirdparty = env.Clone() -env_thirdparty.disable_warnings() -env_thirdparty.add_source_files(env.scene_sources, thirdparty_sources) - -# Godot's own sources +# Godot source files env.add_source_files(env.scene_sources, "*.cpp") - # Chain load SCsubs SConscript("main/SCsub") SConscript("gui/SCsub") @@ -32,7 +17,6 @@ SConscript("audio/SCsub") SConscript("resources/SCsub") SConscript("debugger/SCsub") - # Build it all as a library lib = env.add_library("scene", env.scene_sources) env.Prepend(LIBS=[lib]) |