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Alias platform=javascript
SCons option to platform=web
This makes build scripts backward-compatible, as was already done for other platforms that were renamed in 4.0.
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21
SConstruct
21
SConstruct
@ -299,18 +299,14 @@ else:
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if selected_platform != "":
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print("Automatically detected platform: " + selected_platform)
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if selected_platform in ["macos", "osx"]:
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if selected_platform == "osx":
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# Deprecated alias kept for compatibility.
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print('Platform "osx" has been renamed to "macos" in Godot 4. Building for platform "macos".')
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# Alias for convenience.
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if selected_platform == "osx":
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# Deprecated alias kept for compatibility.
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print('Platform "osx" has been renamed to "macos" in Godot 4. Building for platform "macos".')
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selected_platform = "macos"
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if selected_platform in ["ios", "iphone"]:
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if selected_platform == "iphone":
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# Deprecated alias kept for compatibility.
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print('Platform "iphone" has been renamed to "ios" in Godot 4. Building for platform "ios".')
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# Alias for convenience.
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if selected_platform == "iphone":
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# Deprecated alias kept for compatibility.
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print('Platform "iphone" has been renamed to "ios" in Godot 4. Building for platform "ios".')
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selected_platform = "ios"
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if selected_platform in ["linux", "bsd", "x11"]:
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@ -320,6 +316,11 @@ if selected_platform in ["linux", "bsd", "x11"]:
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# Alias for convenience.
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selected_platform = "linuxbsd"
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if selected_platform == "javascript":
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# Deprecated alias kept for compatibility.
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print('Platform "javascript" has been renamed to "web" in Godot 4. Building for platform "web".')
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selected_platform = "web"
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# Make sure to update this to the found, valid platform as it's used through the buildsystem as the reference.
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# It should always be re-set after calling `opts.Update()` otherwise it uses the original input value.
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env_base["platform"] = selected_platform
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