godot/modules/raycast
Rémi Verschelde 06136d433b
SCons: Add explicit dependencies on thirdparty code in cloned env
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.

So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).

This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.

(cherry picked from commit c7b53c03ae)
(cherry picked from commit e94161dada)
2021-05-04 12:54:34 +02:00
..
config.py SCons: Work around compilation issue on Linux ARM64 2021-02-23 14:08:45 +01:00
godot_update_embree.py Add Embree thirdparty library 2021-01-14 18:02:07 +01:00
lightmap_raycaster.cpp CPU lightmapper environment energy fixes. 2021-04-22 18:07:16 +02:00
lightmap_raycaster.h CPU lightmapper fixes. 2021-01-15 12:32:54 +01:00
register_types.cpp CPU lightmapper fixes. 2021-01-15 12:32:54 +01:00
register_types.h CPU lightmapper fixes. 2021-01-15 12:32:54 +01:00
SCsub SCons: Add explicit dependencies on thirdparty code in cloned env 2021-05-04 12:54:34 +02:00