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//
// Machine-specific configuration. Useful for being lazy, and
// not vendoring tools like Node, Python, and Windows or OSX
// SDKs and compiling tools.
//
// Needs to be configured per machine to account for differences.
//
.MachineConfig =
[
.PythonExe = '/usr/local/bin/python3'
.VS2019_BasePath = 'C:/Program Files (x86)/Microsoft Visual Studio/2019/Community'
.VS2019_Version = '14.21.27702'
.Windows10_SDKBasePath = 'C:\Program Files (x86)\Windows Kits\10'
.Windows10_SDKVersion = '10.0.17763.0'
]
//------------------------------------------------------------------------------
// Release and Debug are two entirely separate targets of the same set of
// artifacts. Building them all (the FBuild default), therefore, takes twice
// as long.
//------------------------------------------------------------------------------
// Uncomment for faster `FBuild All` builds
//#define DEBUG_BUILD_ONLY
//------------------------------------------------------------------------------
// Unity compilation is faster for full rebuilds but slower for iteration.
// Example benchmark:
// Engine rebuild (Unity) - 10s
// Engine rebuild (Obj) - 17s
//
// Engine build 1 change (Unity) - 10s
// Engine build 1 change (Obj) - 2s
//------------------------------------------------------------------------------
// Comment out for high iteration on single small files
#define UNITY_BUILD
//------------------------------------------------------------------------------
// If you _really_ want to improve compilation times, you can uncomment this
// after building everything once. It replaces the dependency build step with
// just using the dependencies that have already been built (which prevents
// a more costly rebuild when doing the whole solution.
//
// If you make any changes to dependencies, however, you'll need to comment
// this again. Each change to this line also triggers a rebuild of the whole
// thing.
//------------------------------------------------------------------------------
//#define SKIP_DEPENDENCY_BUILD