Browse Source

SCons: Make new debug_paths_relative option opt-in

As pointed out in https://github.com/godotengine/godot/pull/78232#issuecomment-2056467297,
it actually makes it harder to run Godot locally while keeping the relationship with the
header files it was compiled from.
Rémi Verschelde 1 year ago
parent
commit
e5c689d028
1 changed files with 1 additions and 1 deletions
  1. 1 1
      SConstruct

+ 1 - 1
SConstruct

@@ -180,7 +180,7 @@ opts.Add(
 )
 )
 opts.Add(BoolVariable("debug_symbols", "Build with debugging symbols", False))
 opts.Add(BoolVariable("debug_symbols", "Build with debugging symbols", False))
 opts.Add(BoolVariable("separate_debug_symbols", "Extract debugging symbols to a separate file", False))
 opts.Add(BoolVariable("separate_debug_symbols", "Extract debugging symbols to a separate file", False))
-opts.Add(BoolVariable("debug_paths_relative", "Make file paths in debug symbols relative (if supported)", True))
+opts.Add(BoolVariable("debug_paths_relative", "Make file paths in debug symbols relative (if supported)", False))
 opts.Add(EnumVariable("lto", "Link-time optimization (production builds)", "none", ("none", "auto", "thin", "full")))
 opts.Add(EnumVariable("lto", "Link-time optimization (production builds)", "none", ("none", "auto", "thin", "full")))
 opts.Add(BoolVariable("production", "Set defaults to build Godot for use in production", False))
 opts.Add(BoolVariable("production", "Set defaults to build Godot for use in production", False))
 opts.Add(BoolVariable("threads", "Enable threading support", True))
 opts.Add(BoolVariable("threads", "Enable threading support", True))