From 5dae2ea777da5395cf1b1e9a8bc6abc93f6ae6bb Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Mon, 22 Jul 2019 16:57:24 +0200 Subject: SCons: Enable C++11 on the whole codebase **Important:** This does not mean *yet* that C++11 features should be used in contributions to Godot's codebase. For now this change is done solely for feature branches working on Vulkan support and GDScript typed instruction sets for Godot 4.0, which will both use C++11 features and are based on the master branch. The plan is to start porting the codebase to C++11 after Godot 3.2 is released, following upcoming guidelines on the subset of new features that should be used, and when/how to use them. We will advertise clearly when C++11 contributions are open, especially once we start a coordinated effort to port Godot's massive codebase. In the meantime, please bear with us and good ol' C++03. :) --- modules/webm/SCsub | 4 ---- 1 file changed, 4 deletions(-) (limited to 'modules/webm/SCsub') diff --git a/modules/webm/SCsub b/modules/webm/SCsub index e57437229f..32e6727656 100644 --- a/modules/webm/SCsub +++ b/modules/webm/SCsub @@ -17,10 +17,6 @@ thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources] env_webm.Prepend(CPPPATH=[thirdparty_dir, thirdparty_dir + "libwebm/"]) -# upstream uses c++11 -if (not env_webm.msvc): - env_webm.Append(CXXFLAGS="-std=c++11") - # also requires libogg, libvorbis and libopus if env['builtin_libogg']: env_webm.Prepend(CPPPATH=["#thirdparty/libogg"]) -- cgit v1.2.3