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SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
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42 changed files with 215 additions and 338 deletions
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@ -38,7 +38,7 @@ def create_engine_file(env, target, source, externs):
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def create_template_zip(env, js, wasm, worker, side):
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binary_name = "godot.tools" if env["tools"] else "godot"
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binary_name = "godot.editor" if env.editor_build else "godot"
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zip_dir = env.Dir("#bin/.web_zip")
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in_files = [
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js,
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@ -58,19 +58,19 @@ def create_template_zip(env, js, wasm, worker, side):
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out_files.append(zip_dir.File(binary_name + ".side.wasm"))
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service_worker = "#misc/dist/html/service-worker.js"
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if env["tools"]:
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if env.editor_build:
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# HTML
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html = "#misc/dist/html/editor.html"
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cache = [
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"godot.tools.html",
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"godot.editor.html",
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"offline.html",
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"godot.tools.js",
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"godot.tools.worker.js",
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"godot.tools.audio.worklet.js",
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"godot.editor.js",
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"godot.editor.worker.js",
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"godot.editor.audio.worklet.js",
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"logo.svg",
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"favicon.png",
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]
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opt_cache = ["godot.tools.wasm"]
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opt_cache = ["godot.editor.wasm"]
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subst_dict = {
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"@GODOT_VERSION@": get_build_version(),
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"@GODOT_NAME@": "GodotEngine",
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