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== godot-cpp == Moved find package for python to root CMakeLists.txt Silenced warning for unused CMAKE_C_COMPILER when specified in toolchain Changed godot-cpp compile feature cxx_std_17 to PUBLIC to propagate to consumers Changed the MSVC warning flags to PUBLIC to propagate to consumers Turn on WINDOWS_ENABLED based on WIN32, not IS_MSVC New cmake/sources.cmake to collect all the pre-existing source files, because globing is evil. Made all godot-cpp sources PRIVATE Exposed headers as INTERFACE using target_include_directories for consumers ### Generator Expressions Renamed generator expression helper variables to ease readability Moved all flags to generator expressions Moved generator expression helpers to common_compiler_flags.cmake Refactor SYSTEM_NAME and BUILD_TYPE to use generator expressions Refactor HOT_RELOAD to use generator expressions CMAKE_BUILD_TYPE is no longer depended upon, eliminating config errors for multi-config builds like Visual Studio, and Ninja-MultiConfig Now that we are specifying the config at build time, the hack to re-write CMAKE_CXX_FLAGS(_DEBUG) flags is no longer needed. Remove CMAKE_BUILD_TYPE from msvc CI target as it is a Multi-Config generator and ignores it ### test as a target Update test/CmakeLists.txt to use target_link_libraries to pull in required things from godot-cpp target Add EXCLUDE_FROM_ALL to godot-cpp-test so that it isn't built as part of the 'all' target == godot-cpp-test == updated ci to build the godot-cpp-test target from the root directory using cmake Adding the LANGUAGES CXX to the test project maintains the existing behavior of not checking for C compiler during configure. Removed majority of the cmake code as it was duplicating things that propagate as transient dependency from godot-cpp
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