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- `_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
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.. | ||
dir_access_unix.cpp | ||
dir_access_unix.h | ||
file_access_unix.cpp | ||
file_access_unix.h | ||
ip_unix.cpp | ||
ip_unix.h | ||
net_socket_posix.cpp | ||
net_socket_posix.h | ||
os_unix.cpp | ||
os_unix.h | ||
SCsub | ||
syslog_logger.cpp | ||
syslog_logger.h | ||
thread_posix.cpp | ||
thread_posix.h |