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godot/platform
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
..
android Reorganized core/ directory, it was too fatty already 2020-11-07 20:17:12 -03:00
iphone Reorganized core/ directory, it was too fatty already 2020-11-07 20:17:12 -03:00
javascript Reorganized core/ directory, it was too fatty already 2020-11-07 20:17:12 -03:00
linuxbsd Remove `debug_symbols=full` in favor of `debug_symbols=yes` 2020-11-09 15:48:30 +01:00
osx Remove `debug_symbols=full` in favor of `debug_symbols=yes` 2020-11-09 15:48:30 +01:00
server Remove `debug_symbols=full` in favor of `debug_symbols=yes` 2020-11-09 15:48:30 +01:00
uwp Reorganized core/ directory, it was too fatty already 2020-11-07 20:17:12 -03:00
windows Remove `debug_symbols=full` in favor of `debug_symbols=yes` 2020-11-09 15:48:30 +01:00
SCsub SCons: Format buildsystem files with psf/black 2020-03-30 09:05:53 +02:00
register_platform_apis.h Update copyright statements to 2020 2020-01-01 11:16:22 +01:00