Move asset_compiler into its own (static) library. This removes the dependency on it from the runtime and makes it possible to have a standalone asset_compiler tool (useful for modding support). Split meson.build into sub-files to improve readability. Give each target its own pch directory. This is more inline with what the meson manual recommends. Export dependencies to make it possible to use the engine as a meson subproject. This is currently untested.
Symbolic link
6 lines
599 B
Meson
Symbolic link
6 lines
599 B
Meson
option('static_renderer', type : 'string', value : 'vk', description : 'Name of the renderer used for static builds')
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option('use_xlib', type : 'boolean', value : false, description : 'Use Xlib for window creation under linux')
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option('error_report_debugbreak', type : 'boolean', value : true, description : 'Debugbreak in ReportError')
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option('enable_dxc_shader_compiler', type : 'boolean', value : true, description : 'Enables building the dxc-based shader compiler.')
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option('game_as_subdir', type : 'boolean', value : false, description : 'If true, adds the directory "src/game" to the build.')
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