46 lines
1.2 KiB
Plaintext
46 lines
1.2 KiB
Plaintext
Import('env')
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Import('env_modules')
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env_voxel = env_modules.Clone()
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# TODO Exclude editor stuff when building an export template?
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files = [
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"*.cpp",
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"meshers/blocky/*.cpp",
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"meshers/transvoxel/*.cpp",
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"meshers/dmc/*.cpp",
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"meshers/mc/*.cpp",
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"meshers/*.cpp",
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"streams/*.cpp",
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"generators/*.cpp",
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"generators/graph/*.cpp",
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"util/*.cpp",
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"terrain/*.cpp",
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"server/*.cpp",
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"math/*.cpp",
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"edition/*.cpp",
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"editor/graph/*.cpp",
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"editor/terrain/*.cpp",
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"thirdparty/lz4/*.c"
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]
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for f in files:
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env_voxel.add_source_files(env.modules_sources, f)
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# Ignored clang warnings because Godot's codebase is old and isn't using override yet
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if env['platform'] == 'osx' or env['platform'] == 'android':
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env_voxel.Append(CXXFLAGS=['-Wno-inconsistent-missing-override'])
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# Doesn't work, because reasons
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#if env.msvc:
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# env_voxel.Append(CXXFLAGS=['/std:c++17'])
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#else:
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# env_voxel.Append(CXXFLAGS=['-std=c++17'])
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# This also doesn't work, since the rest of Godot doesn't use this, linking fails.
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# No safe STL boundary checks for you.
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#if env['target'] == 'debug':
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# if env.msvc:
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# # Enable STL bound checks, Godot's master environment doesn't do it
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# env_voxel.Append(CXXFLAGS=['/D_DEBUG'])
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