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synced 2025-12-06 23:31:53 -05:00
SCons: Cleanup DEBUG, _DEBUG and NDEBUG defines
- `_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.
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@@ -51,7 +51,6 @@
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#include <sys/sysctl.h>
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#endif
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#include <assert.h>
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#include <dlfcn.h>
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#include <errno.h>
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#include <poll.h>
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@@ -104,10 +103,6 @@ static void _setup_clock() {
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}
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#endif
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void OS_Unix::debug_break() {
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assert(false);
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}
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static void handle_interrupt(int sig) {
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if (!EngineDebugger::is_active()) {
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return;
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