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_compile_options.dm
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91 lines (69 loc) · 2.84 KB
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//#define TESTING //By using the testing("message") proc you can create debug-feedback for people with this
//uncommented, but not visible in the release version)
//#define DATUMVAR_DEBUGGING_MODE //Enables the ability to cache datum vars and retrieve later for debugging which vars changed.
// Comment this out if you are debugging problems that might be obscured by custom error handling in world/Error
#ifdef DEBUG
#define USE_CUSTOM_ERROR_HANDLER
#endif
#ifdef TESTING
#define DATUMVAR_DEBUGGING_MODE
//#define GC_FAILURE_HARD_LOOKUP //makes paths that fail to GC call find_references before del'ing.
//implies FIND_REF_NO_CHECK_TICK
//#define FIND_REF_NO_CHECK_TICK //Sets world.loop_checks to false and prevents find references from sleeping
//#define VISUALIZE_ACTIVE_TURFS //Highlights atmos active turfs in green
#endif
// If this is uncommented, we do a single run though of the game setup and tear down process with unit tests in between
//#define UNIT_TESTS
// If defined, we will NOT defer asset generation till later in the game, and will instead do it all at once, during initiialize
//#define DO_NOT_DEFER_ASSETS
// Uncomment to run runtimestation (less time to compile)
//#define LOWMEMORYMODE
#ifndef PRELOAD_RSC //set to:
#define PRELOAD_RSC 2 // 0 to allow using external resources or on-demand behaviour;
#endif // 1 to use the default behaviour;
// 2 for preloading absolutely everything;
#ifdef LOWMEMORYMODE
#define FORCE_MAP "runtimestation"
#define FORCE_MAP_DIRECTORY "_maps"
#endif
//Additional code for the above flags.
#ifdef TESTING
#warn compiling in TESTING mode. testing() debug messages will be visible.
#endif
#ifdef GC_FAILURE_HARD_LOOKUP
#define FIND_REF_NO_CHECK_TICK
#endif
#if defined(CIBUILDING) && !defined(OPENDREAM)
#define UNIT_TESTS
#endif
#if defined(UNIT_TESTS)
//Ensures all early assets can actually load early
#define DO_NOT_DEFER_ASSETS
#endif
#ifdef TRAVISTESTING
#define TESTING
#endif
#define EXTOOLS (world.system_type == MS_WINDOWS ? "byond-extools.dll" : "libbyond-extools.so")
#ifdef CIBUILDING
// Turdis is special :)
#define CBT
#endif
#ifdef TGS
// TGS performs its own build of dm.exe, but includes a prepended TGS define.
#define CBT
#endif
#if defined(OPENDREAM)
#if !defined(CIBUILDING)
#warn You are building with OpenDream. Remember to build TGUI manually.
#warn You can do this by running tgui-build.cmd from the bin directory.
#endif
#else
#if !defined(CBT) && !defined(SPACEMAN_DMM)
#warn Building with Dream Maker is no longer supported and will result in errors.
#warn In order to build, run BUILD.cmd in the root directory.
#warn Consider switching to VSCode editor instead, where you can press Ctrl+Shift+B to build.
#endif
#endif
// A reasonable number of maximum overlays an object needs
// If you think you need more, rethink it
#define MAX_ATOM_OVERLAYS 100