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author | Spartan322 <Megacake1234@gmail.com> | 2023-11-10 23:51:26 +0100 |
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committer | Spartan322 <Megacake1234@gmail.com> | 2023-11-11 08:10:23 +0100 |
commit | 65fd744ca390a4bb0c4103992e8f1084d6933ffe (patch) | |
tree | 50e1ac045e4c4a380b4c1808af5daa5dc4e7c4a3 /SConstruct | |
parent | 0008bd6bf3d00cc284199be668c0b03d9f2c5d77 (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-- | SConstruct | 13 |
1 files changed, 11 insertions, 2 deletions
@@ -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) |