godot/platform
Hugo Locurcio 4907911bf8
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.

(cherry picked from commit ff1f0d2cb5)
2020-11-11 15:12:01 +01:00
..
android Android: Mouse Implementation 2020-10-30 15:23:29 +02:00
iphone [3.2] Disable iOS SDK version check on osxcross. 2020-10-21 07:56:05 +03:00
javascript Disable WebGL2, window maximize in editor builds. 2020-10-14 12:32:35 +02:00
osx Remove debug_symbols=full in favor of debug_symbols=yes 2020-11-11 15:12:01 +01:00
server Remove debug_symbols=full in favor of debug_symbols=yes 2020-11-11 15:12:01 +01:00
uwp Fixed an issue in UWP export caused by duplicate entry for extensions in content types file. 2020-10-19 16:09:59 +02:00
windows Remove debug_symbols=full in favor of debug_symbols=yes 2020-11-11 15:12:01 +01:00
x11 Remove debug_symbols=full in favor of debug_symbols=yes 2020-11-11 15:12:01 +01:00
register_platform_apis.h Update copyright statements to 2020 2020-01-01 11:16:22 +01:00
SCsub SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00