Always build and init duskscript, remove the DUSK_SCRIPT option

Scripting is now a standard part of the engine rather than an optional
feature: removes the DUSK_SCRIPT CMake option and its compile definition,
makes src/dusk/CMakeLists.txt add_subdirectory(script) unconditionally, and
drops the #ifdef DUSK_SCRIPT guards around scriptInit()/scriptDispose() in
engine.c. duskscriptcc and its test still only build on the linux/knulli
host target (it's a dev tool, not part of the runtime), now gated on that
alone instead of DUSK_SCRIPT AND that.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
This commit is contained in:
YourWishesandClaude Sonnet 5 committed 2026-10-14 13:54:02 -05:00
1 parent 6d056560e7
commit 5d8337af7e
5 files changed
+6 -27

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@@ -17,7 +17,6 @@ cmake_policy(SET CMP0079 NEW)
option(DUSK_BUILD_TESTS "Enable tests" OFF)
option(DUSK_NETWORK "Enable network support" ON)
option(DUSK_SCRIPT "Enable scripting support" ON)
set(DUSK_GAME_NAME "Dusk" CACHE STRING "Game display name")
set(DUSK_GAME_AUTHOR "YourWishes" CACHE STRING "Game author / coder")
@@ -111,12 +110,6 @@ if(DUSK_NETWORK)
)
endif()
if(DUSK_SCRIPT)
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_SCRIPT
)
endif()
# Toolchains
include(cmake/targets/${DUSK_TARGET_SYSTEM}.cmake)