From 26e9145c26e6a6c2794300a4a7cf5b19e8b6be37 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Fri, 23 Sep 2022 14:49:11 +0200 Subject: SCons: Cleanup `DEBUG`, `_DEBUG` and `NDEBUG` defines - `_DEBUG` is MSVC specific so it didn't make much sense to define for Android and iOS builds. - iOS was the only platform to define `DEBUG`. We don't use it anywhere outside thirdparty code, which we usually don't intend to debug, so it seems better to be consistent with other platforms. - Consistently define `NDEBUG` to disable assert behavior in both `release` and `release_debug` targets. This used to be set for `release` for all platforms, and `release_debug` for Android and iOS only. - Due to the above, I removed the only use we made of `assert()` in Godot code, which was only implemented for Unix anyway, should have been `DEV_ENABLED`, and is in PoolAllocator which we don't actually use. - The denoise and recast modules keep defining `NDEBUG` even for the `debug` target as we don't want OIDN and Embree asserting all over the place. --- core/os/os.h | 2 -- 1 file changed, 2 deletions(-) (limited to 'core/os/os.h') diff --git a/core/os/os.h b/core/os/os.h index 0f79ff1a23..aa45a3b8a8 100644 --- a/core/os/os.h +++ b/core/os/os.h @@ -287,8 +287,6 @@ public: virtual Error move_to_trash(const String &p_path) { return FAILED; } - virtual void debug_break(); - virtual int get_exit_code() const; // `set_exit_code` should only be used from `SceneTree` (or from a similar // level, e.g. from the `Main::start` if leaving without creating a `SceneTree`). -- cgit v1.2.3