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Re:How to build highly-debuggable C++ binaries by senkora on Monday July 29, 2024 @01:22PM (#41102040)
> Realistic scenario that gamedev uses: deoptimize translation units you are interested in finding or reproducing bugs.

Yep, looks like that’s this bullet point:

https://dhashe.com/category/blog.html#partition-your-tus-int...

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