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author Spartan322 <Megacake1234@gmail.com>2023-11-10 23:51:26 +0100
committer Spartan322 <Megacake1234@gmail.com>2023-11-11 08:10:23 +0100
commit65fd744ca390a4bb0c4103992e8f1084d6933ffe (patch)
tree50e1ac045e4c4a380b4c1808af5daa5dc4e7c4a3 /SConstruct
parent0008bd6bf3d00cc284199be668c0b03d9f2c5d77 (diff)
Update to Godot 4.1.3 Stable Release
Remove env.Append(LIBPATH=godot_env["LIBPATH"]) godot-cpp's SConstruct just directly inserts the libgodot-cpp library directly into LIBS Fixup `scons compiledb=yes` to automatically generate the compile_commands.json
Diffstat (limited to 'SConstruct')
-rw-r--r--SConstruct13
1 files changed, 11 insertions, 2 deletions
diff --git a/SConstruct b/SConstruct
index db5d150..2f0b45a 100644
--- a/SConstruct
+++ b/SConstruct
@@ -17,12 +17,15 @@ opts = env.SetupOptions()
env.FinalizeOptions()
# Needs Clone, else godot-cpp builds using our modified environment variables. eg: godot-cpp builds on C++20
+OLD_ARGS = ARGUMENTS.copy()
+ARGUMENTS["use_static_cpp"] = False # TODO: Dependencies need to update scripts submodule
+ARGUMENTS["disable_exceptions"] = env["disable_exceptions"]
godot_env = SConscript("godot-cpp/SConstruct")
+ARGUMENTS = OLD_ARGS
# Make LIBS into a list which is easier to deal with.
godot_env["LIBS"] = [godot_env["LIBS"]]
env.Append(CPPPATH=godot_env["CPPPATH"])
-env.Append(LIBPATH=godot_env["LIBPATH"])
env.Prepend(LIBS=godot_env["LIBS"])
SConscript("extension/deps/SCsub", "env")
@@ -77,8 +80,14 @@ else:
source=sources,
)
+default_args = [library]
+
+# Add compiledb if the option is set
+if env.get("compiledb", False):
+ default_args += ["compiledb"]
+
if "env" in locals():
# FIXME: This method mixes both cosmetic progress stuff and cache handling...
env.show_progress(env)
-Default(library)
+Default(default_args)