godot/platform
Rémi Verschelde e94161dada
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)
2021-04-29 16:57:00 +02:00
..
android SCons: Add explicit dependencies on thirdparty code in cloned env 2021-04-29 16:57:00 +02:00
iphone Merge pull request #47469 from HEAVYPOLY/ios-pen-pressure 2021-04-28 17:01:05 +02:00
javascript Core: Drop custom copymem/zeromem defines 2021-04-29 12:34:11 +02:00
osx Core: Drop custom copymem/zeromem defines 2021-04-29 12:34:11 +02:00
server Linux: Don't attempt linking embree3 on non-tools, link it for headless too 2021-04-23 10:40:53 +02:00
uwp Core: Drop custom copymem/zeromem defines 2021-04-29 12:34:11 +02:00
windows Windows: Disable ASLR protection w/ MinGW, it breaks Mono 2021-03-29 14:39:20 +02:00
x11 Linux: Remove use_static_cpp override on x86_32 2021-04-27 13:44:04 +02:00
register_platform_apis.h Update copyright statements to 2021 2021-01-13 16:17:06 +01:00
SCsub SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00