godot/platform
Rémi Verschelde c7b53c03ae
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.
2020-12-18 10:29:34 +01:00
..
android SCons: Add explicit dependencies on thirdparty code in cloned env 2020-12-18 10:29:34 +01:00
iphone SCons: Add only selected platform's opts to env 2020-12-16 16:31:19 +01:00
javascript Make tool menu plugins use Callables for callback 2020-12-16 20:23:51 +01:00
linuxbsd Add override keywords to core/os.h derived classes. 2020-12-17 18:02:31 +00:00
osx Add override keywords to core/os.h derived classes. 2020-12-17 18:02:31 +00:00
server Remove OS::can_draw() remnants 2020-12-17 16:35:48 +00:00
uwp Remove OS::can_draw() remnants 2020-12-17 16:35:48 +00:00
windows Add override keywords to core/os.h derived classes. 2020-12-17 18:02:31 +00:00
register_platform_apis.h Update copyright statements to 2020 2020-01-01 11:16:22 +01:00
SCsub SCons: Format buildsystem files with psf/black 2020-03-30 09:05:53 +02:00