godot/platform/linuxbsd
Hugo Locurcio ff1f0d2cb5
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.
2020-11-09 15:48:30 +01:00
..
export
SCsub Remove `debug_symbols=full` in favor of `debug_symbols=yes` 2020-11-09 15:48:30 +01:00
context_gl_x11.cpp
context_gl_x11.h
crash_handler_linuxbsd.cpp Reorganized core/ directory, it was too fatty already 2020-11-07 20:17:12 -03:00
crash_handler_linuxbsd.h
detect.py Remove `debug_symbols=full` in favor of `debug_symbols=yes` 2020-11-09 15:48:30 +01:00
detect_prime_x11.cpp Reorganized core/ directory, it was too fatty already 2020-11-07 20:17:12 -03:00
detect_prime_x11.h
display_server_x11.cpp Reorganized core/ directory, it was too fatty already 2020-11-07 20:17:12 -03:00
display_server_x11.h Reorganized core/ directory, it was too fatty already 2020-11-07 20:17:12 -03:00
godot_linuxbsd.cpp
joypad_linux.cpp
joypad_linux.h
key_mapping_x11.cpp
key_mapping_x11.h
logo.png
os_linuxbsd.cpp
os_linuxbsd.h
pck_embed.ld
pck_embed.legacy.ld
platform_config.h
platform_linuxbsd_builders.py
vulkan_context_x11.cpp
vulkan_context_x11.h