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Local build improvement #356
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git-subtree-dir: deps/TGUI git-subtree-split: c638b49f100cd9264aa63aaa69958c3e2918eeb4
git-subtree-dir: deps/Catch2 git-subtree-split: 3b18d9e962835100d7e12ac80d22882e408e40dc
I tested it locally on a fresh clone and actually it needs a couple more things. |
Ok, I just tested it locally and a fresh clone on linux can just run |
I'm a bit unsure about this part… |
It's basically the same as a submodule, but we'll never have to remind anyone to call If Catch2 were an optional dependency I could see an advantage to not always cloning it. But currently we have a state where everyone who tries to build from a normal git clone will get an easily avoidable compiler error--I don't see the point. |
After reading up on subtree and checking why I made Catch a submodule in the first place, I'm even less sold on the idea of the subtree. If the only issue is that submodules aren't automatically cloned, I think I'd rather just add a step in scons that makes sure the submodules are present before building things that depend on them. In other words, have scons call And I also notice that you made TGUI a subtree here. I think linking it in as a submodule would actually be a good idea. I guess that would suggest that scons then needs to call cmake for TGUI, which is really weird, but whatever. |
People building with Xcode or Visual Studio will still fall into the trap
of Catch2 being missing, though
…On Thu, May 30, 2024 at 5:46 PM Celtic Minstrel ***@***.***> wrote:
After reading up on subtree and checking why I made Catch a submodule in
the first place, I'm even less sold on the idea of the subtree. If the only
issue is that submodules aren't automatically cloned, I think I'd rather
just add a step in scons that makes sure the submodules are present before
building things that depend on them. In other words, have scons call git
submodule update --init for you.
And I also notice that you made TGUI a subtree here. I think linking it in
as a submodule would actually be a good idea.
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That's true, but people building with Xcode or Visual Studio would still be able to build the game even if Catch is missing. They'd only get a build failure if they try to build the tests. (This should be true of scons too, I just haven't bothered to work out how to make scons have multiple targets.) |
I went through all of @clort81's challenges when building the latest source code, and added automation/documentation for everything with a known solution.
git clone --recursive
orgit submodule update --init