mirror of https://github.com/godotengine/godot
- `_DEBUG` is MSVC specific so it didn't make much sense to define for Android and iOS builds. - iOS was the only platform to define `DEBUG`. We don't use it anywhere outside thirdparty code, which we usually don't intend to debug, so it seems better to be consistent with other platforms. - Consistently define `NDEBUG` to disable assert behavior in both `release` and `release_debug` targets. This used to be set for `release` for all platforms, and `release_debug` for Android and iOS only. - Due to the above, I removed the only use we made of `assert()` in Godot code, which was only implemented for Unix anyway, should have been `DEV_ENABLED`, and is in PoolAllocator which we don't actually use. - The denoise and recast modules keep defining `NDEBUG` even for the `debug` target as we don't want OIDN and Embree asserting all over the place. |
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| .. | ||
| config | ||
| crypto | ||
| debugger | ||
| error | ||
| extension | ||
| input | ||
| io | ||
| math | ||
| object | ||
| os | ||
| string | ||
| templates | ||
| variant | ||
| SCsub | ||
| core_bind.cpp | ||
| core_bind.h | ||
| core_builders.py | ||
| core_constants.cpp | ||
| core_constants.h | ||
| core_globals.cpp | ||
| core_globals.h | ||
| core_string_names.cpp | ||
| core_string_names.h | ||
| doc_data.cpp | ||
| doc_data.h | ||
| register_core_types.cpp | ||
| register_core_types.h | ||
| typedefs.h | ||
| version.h | ||