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Replace SCons build system with WAF #15
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I didn't know about WAF, this is good to know! However, if you look at it, you'll realize that the build system in Godot is extremely complex, and even uses scons in ways it's not meant to be used (SCons complains but does the job), so it's probably a much more difficult task that it might seem at first. |
Yeah probably, build system migrations always are :p I think it's worth a shot though |
I personally love waf, and use it for all my projects, so I'm all for this. |
I'd actually think that gyp would be nicer, because I'm using it for a lot of private projects these days and it's nice to not have to set up any integration with another build system. But anyways, I'm working on this a bit today, might be able to complete it by the end of the week, at which point I'd like to start working on implementing some CI and improving the test suite (since, from the looks of things, the test suite is pretty much crash testing at best). If anyone wants to be CC'd to review the pull request, you should let me know here |
Was there any work done on this feature in the end? I don't see any relevant commit in @caitp's fork. |
There was no recent activity nor much community interest in this issue, so I'll close it as old. |
Fix SCU build for CI
…-rebranding Cherry pick usable commits from godotengine#15 and godotengine#20
WAF was originally forked from SCons, so it should be relatively simple to port, but has some nice advantages:
A) can be simply checked into the tree, omitting the requirement for a global install (this could simplify configuring CI builds, which would be a major benefit for any open source project)
B) was originally forked from SCons for performance reasons, and is intended to provide a much quicker build time.
I might have a go at porting this over today, in order to simplify the build and help enable a CI process for the repository.
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