godot/platform
Rémi Verschelde 26e9145c26 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.
2022-09-23 15:21:26 +02:00
..
android SCons: Cleanup `DEBUG`, `_DEBUG` and `NDEBUG` defines 2022-09-23 15:21:26 +02:00
ios SCons: Cleanup `DEBUG`, `_DEBUG` and `NDEBUG` defines 2022-09-23 15:21:26 +02:00
linuxbsd SCons: Refactor handling of `production` flag and per-platform LTO defaults 2022-09-19 18:11:29 +02:00
macos SCons: Remove redundant `-fomit-frame-pointer` and `-ftree-vectorize` 2022-09-23 13:56:16 +02:00
uwp Add get_distribution_name() and get_version() to OS 2022-09-16 11:17:36 +02:00
web Merge pull request #65745 from akien-mga/scons-production-lto-earlier 2022-09-20 09:45:33 +02:00
windows SCons: Cleanup `DEBUG`, `_DEBUG` and `NDEBUG` defines 2022-09-23 15:21:26 +02:00
SCsub SCons: Format buildsystem files with psf/black 2020-03-30 09:05:53 +02:00
register_platform_apis.h Code quality: Fix header guards consistency 2022-07-25 11:17:40 +02:00