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Use the vcpkg-enabled version of cesium-native. #1447
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extern/CMakeLists.txt
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# On Mac and Linux, Unreal uses -fvisibility-ms-compat. | ||
# On Android, it uses -fvisibility=hidden | ||
if (${CMAKE_SYSTEM_NAME} STREQUAL "Linux" OR ${CMAKE_SYSTEM_NAME} STREQUAL "Darwin") | ||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fvisibility-ms-compat -fvisibility-inlines-hidden") | ||
elseif (${CMAKE_SYSTEM_NAME} STREQUAL "Android") | ||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fvisibility=hidden -fvisibility-inlines-hidden") | ||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fvisibility=hidde\n -fvisibility-inlines-hidden") |
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Uh... what?
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😆 I don't know where that came from. I must have fat-fingered it. Thanks for flagging it!
To warm up the vcpkg cache.
This is likely to break platforms other than Linux.
We can't use macos-14 because it doesn't have xcode 14.2, which Unreal requires.
Apparently macos-13-arm64 isn't actually a thing.
Hopefully that will be good enough.
It should be less necessary now that we're using swl-variant, and it causes problems packaging for Linux from Windows.
Use C++20 and swl::variant instead of std::variant.
Just dropping a reminder for myself here that this PR also removes the debug section compression on Linux. The compressed debug sections cause linker errors when cross-compiling for Linux from Windows:
Now that the binaries aren't so enormous, compressing the debug sections isn't as essential. |
This depends on CesiumGS/cesium-native#820.
To do:
CC @jherico (thanks for all your work on this on the cesium-native side!)