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