Merge pull request #175 from MysticTreeGames/master
Engine build improvements
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commit
3dcfdc057c
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@ -116,6 +116,11 @@ ipch/
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*.vsp
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*.vspx
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# CodeLite project files
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*.project
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*.workspace
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.codelite/
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# TFS 2012 Local Workspace
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$tf/
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@ -198,6 +203,9 @@ ClientBin/
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*.publishsettings
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node_modules/
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# KDE
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.directory
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# RIA/Silverlight projects
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Generated_Code/
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10
SConstruct
10
SConstruct
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@ -6,6 +6,16 @@ import os.path
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import glob
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import sys
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import methods
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import multiprocessing
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# Enable aggresive compile mode if building on a multi core box
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# only is we have not set the number of jobs already or we do
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# not want it
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if ARGUMENTS.get('spawn_jobs', 'yes') == 'yes' and \
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int(GetOption('num_jobs')) <= 1:
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NUM_JOBS = multiprocessing.cpu_count()
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if NUM_JOBS > 1:
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SetOption('num_jobs', NUM_JOBS+1)
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methods.update_version()
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@ -0,0 +1,30 @@
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#*************************************************************************/
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#* This file is part of: */
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#* GODOT ENGINE */
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#* http://www.godotengine.org */
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#*************************************************************************/
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# Simple makefile to give support for external C/C++ IDEs */
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#*************************************************************************/
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# Default build
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all: debug
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# Release Build
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release:
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scons target="release" bin/godot
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# Profile Build
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profile:
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scons target="profile" bin/godot
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# Debug Build
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debug:
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# Debug information (code size gets severely affected):
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# g: Default (same as g2)
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# g0: no debug info
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# g1: minimal info
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# g3: maximal info
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scons target="debug" CCFLAGS="-g" bin/godot
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clean:
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scons -c bin/godot
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