Skip to content

Commit e5c689d

Browse files
committed
SCons: Make new debug_paths_relative option opt-in
As pointed out in #78232 (comment), it actually makes it harder to run Godot locally while keeping the relationship with the header files it was compiled from.
1 parent c951421 commit e5c689d

1 file changed

Lines changed: 1 addition & 1 deletion

File tree

SConstruct

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -180,7 +180,7 @@ opts.Add(
180180
)
181181
opts.Add(BoolVariable("debug_symbols", "Build with debugging symbols", False))
182182
opts.Add(BoolVariable("separate_debug_symbols", "Extract debugging symbols to a separate file", False))
183-
opts.Add(BoolVariable("debug_paths_relative", "Make file paths in debug symbols relative (if supported)", True))
183+
opts.Add(BoolVariable("debug_paths_relative", "Make file paths in debug symbols relative (if supported)", False))
184184
opts.Add(EnumVariable("lto", "Link-time optimization (production builds)", "none", ("none", "auto", "thin", "full")))
185185
opts.Add(BoolVariable("production", "Set defaults to build Godot for use in production", False))
186186
opts.Add(BoolVariable("threads", "Enable threading support", True))

0 commit comments

Comments
 (0)