3dea5fd631
It was initially implemented in #5871 for Godot 3.0, but never really completed or thoroughly tested for most platforms. It then stayed in limbo and nobody seems really keen to finish it, so it's better to remove it in 4.0, and re-add eventually (possibly with a different API) if there's demand and an implementation confirmed working on all platforms. Closes #8770.
21 lines
569 B
Python
21 lines
569 B
Python
#!/usr/bin/env python
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Import('env')
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from platform_methods import run_in_subprocess
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import platform_x11_builders
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common_x11 = [
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"context_gl_x11.cpp",
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"vulkan_context_x11.cpp",
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"crash_handler_x11.cpp",
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"os_x11.cpp",
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"key_mapping_x11.cpp",
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"joypad_linux.cpp",
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"detect_prime.cpp"
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]
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prog = env.add_program('#bin/godot', ['godot_x11.cpp'] + common_x11)
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if (env["debug_symbols"] == "full" or env["debug_symbols"] == "yes") and env["separate_debug_symbols"]:
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env.AddPostAction(prog, run_in_subprocess(platform_x11_builders.make_debug_x11))
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