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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.
(cherry picked from commit 26e9145c26)
This commit is contained in:
@@ -103,9 +103,9 @@ env_oidn.Append(
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"__STDC_LIMIT_MACROS",
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"DISABLE_VERBOSE",
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"MKLDNN_ENABLE_CONCURRENT_EXEC",
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"NDEBUG",
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]
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)
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env_oidn.AppendUnique(CPPDEFINES=["NDEBUG"]) # No assert() even in debug builds.
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env_thirdparty = env_oidn.Clone()
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env_thirdparty.disable_warnings()
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