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06136d433b
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 commitc7b53c03ae
) (cherry picked from commite94161dada
)
23 lines
466 B
Python
23 lines
466 B
Python
#!/usr/bin/env python
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Import("env")
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env.scene_sources = []
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# Godot source files
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env.add_source_files(env.scene_sources, "*.cpp")
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# Chain load SCsubs
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SConscript("main/SCsub")
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SConscript("gui/SCsub")
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SConscript("3d/SCsub")
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SConscript("2d/SCsub")
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SConscript("animation/SCsub")
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SConscript("audio/SCsub")
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SConscript("resources/SCsub")
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SConscript("debugger/SCsub")
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# Build it all as a library
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lib = env.add_library("scene", env.scene_sources)
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env.Prepend(LIBS=[lib])
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