godot/platform
Kevin Smith d8900e0020 Use bigobj for release MSVC builds
Previously it was used only on debug builds, but recent
additions to variant_call.cpp have made that unit too
large even in release_debug.

It was originally set to debug only because using it
breaks mingw, so this only reinstates it for MSVC where
it shouldn't have any drawbacks (famous last words).

Test-Information:
Builds for me with
scons -j 40 platform=windows target=release_debug
and my game then runs from it.
2022-07-25 20:10:20 +01:00
..
android Add static methods for creating Image and ImageTexture 2022-07-08 13:40:47 +02:00
ios Rename OSX to macOS and iPhoneOS to iOS. 2022-07-21 09:37:52 +03:00
javascript HTML5: Make OS.get_locale() match other platforms 2022-07-15 22:11:39 +03:00
linuxbsd Merge pull request #63278 from akien-mga/scons-linux-refactor-linker 2022-07-22 11:40:10 +02:00
macos [Export] Update generated CLI helper script to work on clean macOS Monterey installation. 2022-07-21 13:50:37 +03:00
uwp Flush buffered input events on UWP 2022-07-23 12:06:22 +02:00
windows Use bigobj for release MSVC builds 2022-07-25 20:10:20 +01:00
register_platform_apis.h Update copyright statements to 2022 2022-01-03 21:27:34 +01:00
SCsub SCons: Format buildsystem files with psf/black 2020-03-30 09:05:53 +02:00