From e5c689d028fa22ff0f1d6780a9962701354d3d35 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Mon, 15 Apr 2024 12:19:36 +0200 Subject: [PATCH] SCons: Make new debug_paths_relative option opt-in As pointed out in https://github.com/godotengine/godot/pull/78232#issuecomment-2056467297, it actually makes it harder to run Godot locally while keeping the relationship with the header files it was compiled from. --- SConstruct | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/SConstruct b/SConstruct index 7452d755a83..6a99662c489 100644 --- a/SConstruct +++ b/SConstruct @@ -180,7 +180,7 @@ opts.Add( ) opts.Add(BoolVariable("debug_symbols", "Build with debugging symbols", False)) opts.Add(BoolVariable("separate_debug_symbols", "Extract debugging symbols to a separate file", False)) -opts.Add(BoolVariable("debug_paths_relative", "Make file paths in debug symbols relative (if supported)", True)) +opts.Add(BoolVariable("debug_paths_relative", "Make file paths in debug symbols relative (if supported)", False)) opts.Add(EnumVariable("lto", "Link-time optimization (production builds)", "none", ("none", "auto", "thin", "full"))) opts.Add(BoolVariable("production", "Set defaults to build Godot for use in production", False)) opts.Add(BoolVariable("threads", "Enable threading support", True))