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https://github.com/godotengine/godot-cpp.git
synced 2026-01-03 18:09:13 +03:00
fix is_msvc and use_hot_reload variables
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@@ -179,7 +179,7 @@ def options(opts, env):
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BoolVariable(
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key="use_hot_reload",
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help="Enable the extra accounting required to support hot reload.",
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default=(env.get("target", "template_debug") != "template_release"),
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default=env.get("use_hot_reload", None),
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)
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)
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@@ -245,9 +245,20 @@ def generate(env):
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print("Building for architecture " + env["arch"] + " on platform " + env["platform"])
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if env.get("use_hot_reload") is None:
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env["use_hot_reload"] = env["target"] != "template_release"
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if env["use_hot_reload"]:
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env.Append(CPPDEFINES=["HOT_RELOAD_ENABLED"])
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tool = Tool(env["platform"], toolpath=["tools"])
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if tool is None or not tool.exists(env):
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raise ValueError("Required toolchain not found for platform " + env["platform"])
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tool.generate(env)
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target_tool = Tool("targets", toolpath=["tools"])
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target_tool.generate(env)
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# Disable exception handling. Godot doesn't use exceptions anywhere, and this
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# saves around 20% of binary size and very significant build time.
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if env["disable_exceptions"]:
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@@ -258,15 +269,6 @@ def generate(env):
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elif env.get("is_msvc", False):
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env.Append(CXXFLAGS=["/EHsc"])
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tool = Tool(env["platform"], toolpath=["tools"])
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if tool is None or not tool.exists(env):
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raise ValueError("Required toolchain not found for platform " + env["platform"])
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tool.generate(env)
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target_tool = Tool("targets", toolpath=["tools"])
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target_tool.generate(env)
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# Require C++17
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if env.get("is_msvc", False):
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env.Append(CXXFLAGS=["/std:c++17"])
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