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author | Kevin Smith <git@kismith.co.uk> | 2022-07-25 20:10:20 +0100 |
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committer | Kevin Smith <git@kismith.co.uk> | 2022-07-25 20:10:20 +0100 |
commit | d8900e0020b21d449069ef2a301253371fb70a21 (patch) | |
tree | 61f21bbaeb1d9b766de751b68190f5deae15aa16 /scene/resources/skeleton_modification_3d_stackholder.h | |
parent | 18596f6b3dd8a3bda04d0367d37f94c579a8a6e7 (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.
Diffstat (limited to 'scene/resources/skeleton_modification_3d_stackholder.h')
0 files changed, 0 insertions, 0 deletions