godot/core/os
Rémi Verschelde b0b759e6da
SCons: Cleanup `DEBUG`, `_DEBUG` and `NDEBUG` defines
- `_DEBUG` is MSVC specific so it didn't make much sense to define for
  Android and iOS builds.
- iOS was the only platform to define `DEBUG`. We don't use it anywhere
  outside thirdparty code, which we usually don't intend to debug, so it
  seems better to be consistent with other platforms.
- Consistently define `NDEBUG` to disable assert behavior in both `release`
  and `release_debug` targets. This used to be set for `release` for all
  platforms, and `release_debug` for Android and iOS only.
- Due to the above, I removed the only use we made of `assert()` in Godot
  code, which was only implemented for Unix anyway, should have been
  `DEV_ENABLED`, and is in PoolAllocator which we don't actually use.
- The denoise and recast modules keep defining `NDEBUG` even for the `debug`
  target as we don't want OIDN and Embree asserting all over the place.

(cherry picked from commit 26e9145c26)
2022-12-12 14:49:21 +01:00
..
SCsub
dir_access.cpp
dir_access.h
file_access.cpp
file_access.h
input.cpp
input.h
input_event.cpp
input_event.h
keyboard.cpp
keyboard.h
main_loop.cpp
main_loop.h
memory.cpp
memory.h
midi_driver.cpp
midi_driver.h
mutex.cpp
mutex.h
os.cpp SCons: Cleanup `DEBUG`, `_DEBUG` and `NDEBUG` defines 2022-12-12 14:49:21 +01:00
os.h SCons: Cleanup `DEBUG`, `_DEBUG` and `NDEBUG` defines 2022-12-12 14:49:21 +01:00
rw_lock.h
semaphore.h
spin_lock.h
thread.cpp
thread.h
thread_safe.h
thread_work_pool.cpp
thread_work_pool.h
threaded_array_processor.h
time.cpp
time.h