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