b0b759e6da
- `_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.
(cherry picked from commit
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.. | ||
api | ||
export | ||
plugin | ||
app_delegate.h | ||
app_delegate.mm | ||
detect.py | ||
device_metrics.h | ||
device_metrics.m | ||
display_layer.h | ||
display_layer.mm | ||
godot_app_delegate.h | ||
godot_app_delegate.m | ||
godot_iphone.mm | ||
godot_view.h | ||
godot_view.mm | ||
godot_view_gesture_recognizer.h | ||
godot_view_gesture_recognizer.mm | ||
godot_view_renderer.h | ||
godot_view_renderer.mm | ||
ios.h | ||
ios.mm | ||
joypad_iphone.h | ||
joypad_iphone.mm | ||
keyboard_input_view.h | ||
keyboard_input_view.mm | ||
logo.png | ||
main.m | ||
native_video_view.h | ||
native_video_view.m | ||
os_iphone.h | ||
os_iphone.mm | ||
platform_config.h | ||
power_iphone.cpp | ||
power_iphone.h | ||
SCsub | ||
tts_ios.h | ||
tts_ios.mm | ||
view_controller.h | ||
view_controller.mm |