Rename Godot's 'custom build' to 'gradle build' to better reflect the underlying build process.

This commit is contained in:
Fredia Huya-Kouadio
2023-02-01 15:17:06 -08:00
parent 54346e94a9
commit ca593f2f89
12 changed files with 65 additions and 65 deletions

View File

@ -74,7 +74,7 @@ class EditorExportPlatformAndroid : public EditorExportPlatform {
Vector<PluginConfigAndroid> plugins;
String last_plugin_names;
uint64_t last_custom_build_time = 0;
uint64_t last_gradle_build_time = 0;
SafeFlag plugins_changed;
Mutex plugins_lock;
Vector<Device> devices;
@ -213,14 +213,14 @@ public:
inline bool is_clean_build_required(Vector<PluginConfigAndroid> enabled_plugins) {
String plugin_names = PluginConfigAndroid::get_plugins_names(enabled_plugins);
bool first_build = last_custom_build_time == 0;
bool first_build = last_gradle_build_time == 0;
bool have_plugins_changed = false;
if (!first_build) {
have_plugins_changed = plugin_names != last_plugin_names;
if (!have_plugins_changed) {
for (int i = 0; i < enabled_plugins.size(); i++) {
if (enabled_plugins.get(i).last_updated > last_custom_build_time) {
if (enabled_plugins.get(i).last_updated > last_gradle_build_time) {
have_plugins_changed = true;
break;
}
@ -228,7 +228,7 @@ public:
}
}
last_custom_build_time = OS::get_singleton()->get_unix_time();
last_gradle_build_time = OS::get_singleton()->get_unix_time();
last_plugin_names = plugin_names;
return have_plugins_changed || first_build;