godot/platform/osx/SCsub
Hugo Locurcio ff1f0d2cb5
Remove debug_symbols=full in favor of debug_symbols=yes
`debug_symbols=yes` will now behave like `debug_symbols=full` did
before. The difference in compressed file sizes is not that large,
which means there isn't much point in having two different values.

This helps make the buildsystem easier to understand.
2020-11-09 15:48:30 +01:00

23 lines
526 B
Python

#!/usr/bin/env python
Import("env")
from platform_methods import run_in_subprocess
import platform_osx_builders
files = [
"crash_handler_osx.mm",
"os_osx.mm",
"display_server_osx.mm",
"godot_main_osx.mm",
"dir_access_osx.mm",
"joypad_osx.cpp",
"vulkan_context_osx.mm",
"context_gl_osx.mm",
]
prog = env.add_program("#bin/godot", files)
if env["debug_symbols"] == "yes" and env["separate_debug_symbols"]:
env.AddPostAction(prog, run_in_subprocess(platform_osx_builders.make_debug_osx))