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SCons: Make new debug_paths_relative option opt-in
As pointed out in https://github.com/godotengine/godot/pull/78232#issuecomment-2056467297, it actually makes it harder to run Godot locally while keeping the relationship with the header files it was compiled from.
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@ -180,7 +180,7 @@ opts.Add(
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opts.Add(BoolVariable("debug_symbols", "Build with debugging symbols", False))
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opts.Add(BoolVariable("debug_symbols", "Build with debugging symbols", False))
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opts.Add(BoolVariable("separate_debug_symbols", "Extract debugging symbols to a separate file", False))
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opts.Add(BoolVariable("separate_debug_symbols", "Extract debugging symbols to a separate file", False))
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opts.Add(BoolVariable("debug_paths_relative", "Make file paths in debug symbols relative (if supported)", True))
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opts.Add(BoolVariable("debug_paths_relative", "Make file paths in debug symbols relative (if supported)", False))
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opts.Add(EnumVariable("lto", "Link-time optimization (production builds)", "none", ("none", "auto", "thin", "full")))
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opts.Add(EnumVariable("lto", "Link-time optimization (production builds)", "none", ("none", "auto", "thin", "full")))
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opts.Add(BoolVariable("production", "Set defaults to build Godot for use in production", False))
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opts.Add(BoolVariable("production", "Set defaults to build Godot for use in production", False))
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opts.Add(BoolVariable("threads", "Enable threading support", True))
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opts.Add(BoolVariable("threads", "Enable threading support", True))
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