xyz
When building for Debug, I am using this .gdextension
file, building game_debug.dll
, and linking to libgodot-cpp.windows.template_debug.x86_64.lib
:
[configuration]
entry_symbol = "game_init"
compatibility_minimum = 4.2
[libraries]
windows.release.x86_64 = "win64/game.dll"
windows.debug.x86_64 = "win64/game_debug.dll"
When building for Release, I am using this file, building game.dll
and linking to libgodot-cpp.windows.template_release.x86_64.lib
:
[configuration]
entry_symbol = "game_init"
compatibility_minimum = 4.2
[libraries]
windows.release.x86_64 = "win64/game.dll"
windows.debug.x86_64 = "win64/game.dll"
From my testing, Godot uses windows.release.x86_64
for exported builds and windows.debug.x86_64
for editor builds, so this should be working.
Implementing BaseTest::_ready
makes InheritedTest::_ready
be called in Release, but that is not a solution, as you'd need to implement all possible future virtual overrides as well with stubs which is not maintainable. The real question is why _ready
is called in Debug builds?