godot/platform
Rémi Verschelde 06136d433b
SCons: Add explicit dependencies on thirdparty code in cloned env
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.

So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).

This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.

(cherry picked from commit c7b53c03ae)
(cherry picked from commit e94161dada)
2021-05-04 12:54:34 +02:00
..
android SCons: Add explicit dependencies on thirdparty code in cloned env 2021-05-04 12:54:34 +02:00
iphone [iOS] Nonnegative start index for virtual keyboard range 2021-04-30 12:07:57 +02:00
javascript [HTML5] Fix build for recent emscripten versions. 2021-04-30 12:07:04 +02:00
osx [macOS] Enable code signing by default, use ad-hoc signature if no identity specified. 2021-03-29 14:29:54 +02:00
server Linux: Don't attempt linking embree3 on non-tools, link it for headless too 2021-04-23 12:34:27 +02:00
uwp Fix EditorExportPlugin _export_begin and _export_end functions not being called when exporting UWP 2021-04-20 20:12:53 +02:00
windows Windows: Disable ASLR protection w/ MinGW, it breaks Mono 2021-03-29 14:39:20 +02:00
x11 Linux: Remove use_static_cpp override on x86_32 2021-04-27 13:44:28 +02:00
SCsub
register_platform_apis.h