Add UseLogInRelease to engine config to disable logging in Release builds
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@@ -30,13 +30,17 @@
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#endif
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// Enable logging service (saving log to file, can be disabled using -nolog command line)
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#ifndef LOG_ENABLE
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#define LOG_ENABLE 1
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#endif
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// Enable crash reporting service (stack trace and crash dump collecting)
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#define CRASH_LOG_ENABLE (!BUILD_RELEASE)
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// Enable/disable assertion
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#ifndef ENABLE_ASSERTION
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#define ENABLE_ASSERTION (!BUILD_RELEASE)
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#endif
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// Enable/disable assertion for Engine low layers
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#define ENABLE_ASSERTION_LOW_LAYERS ENABLE_ASSERTION && (BUILD_DEBUG || FLAX_TESTS)
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@@ -79,6 +79,10 @@ namespace Flax.Build
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options.CompileEnv.PreprocessorDefinitions.Add("USE_LARGE_WORLDS");
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options.ScriptingAPI.Defines.Add("USE_LARGE_WORLDS");
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}
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if (!EngineConfiguration.UseLogInRelease && !IsEditor)
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{
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options.CompileEnv.PreprocessorDefinitions.Add("LOG_ENABLE=0");
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}
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// Add include paths for this and all referenced projects sources
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foreach (var project in Project.GetAllProjects())
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@@ -276,6 +276,12 @@ namespace Flax.Build
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[CommandLine("useDotNet", "1 to enable .NET support in build, 0 to enable Mono support in build")]
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public static bool UseDotNet = true;
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/// <summary>
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/// True if enable logging in Release game builds.
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/// </summary>
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[CommandLine("useLogInRelease", "Can be used to disable logging in Release game builds")]
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public static bool UseLogInRelease = true;
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public static bool WithCSharp(NativeCpp.BuildOptions options)
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{
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return UseCSharp || options.Target.IsEditor;
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