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author | Rémi Verschelde <rverschelde@gmail.com> | 2024-04-15 12:19:36 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2024-04-15 12:19:36 +0200 |
commit | e5c689d028fa22ff0f1d6780a9962701354d3d35 (patch) | |
tree | aa37dcccf993d0dc6e9b63e8b7c4ee41e22a88c7 /SConstruct | |
parent | c951421c996467dcb7106a33774410a7b5258690 (diff) | |
download | redot-engine-e5c689d028fa22ff0f1d6780a9962701354d3d35.tar.gz |
SCons: Make new debug_paths_relative option opt-in
As pointed out in https://github.com/godotengine/godot/pull/78232#issuecomment-2056467297,
it actually makes it harder to run Godot locally while keeping the relationship with the
header files it was compiled from.
Diffstat (limited to 'SConstruct')
-rw-r--r-- | SConstruct | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/SConstruct b/SConstruct index 7452d755a8..6a99662c48 100644 --- a/SConstruct +++ b/SConstruct @@ -180,7 +180,7 @@ opts.Add( ) opts.Add(BoolVariable("debug_symbols", "Build with debugging symbols", False)) opts.Add(BoolVariable("separate_debug_symbols", "Extract debugging symbols to a separate file", False)) -opts.Add(BoolVariable("debug_paths_relative", "Make file paths in debug symbols relative (if supported)", True)) +opts.Add(BoolVariable("debug_paths_relative", "Make file paths in debug symbols relative (if supported)", False)) opts.Add(EnumVariable("lto", "Link-time optimization (production builds)", "none", ("none", "auto", "thin", "full"))) opts.Add(BoolVariable("production", "Set defaults to build Godot for use in production", False)) opts.Add(BoolVariable("threads", "Enable threading support", True)) |