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Compiling for Windows: Clarify that VS is Windows only (#5970)
Co-authored-by: Yuri Sizov <11782833+YuriSizov@users.noreply.github.com>
(cherry picked from commit 1f499d5d4b)
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@@ -168,12 +168,15 @@ dependencies. Running it will bring up the Project Manager.
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:ref:`doc_data_paths_self_contained_mode` by creating a file called
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``._sc_`` or ``_sc_`` in the ``bin/`` folder.
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Development in Visual Studio or other IDEs
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------------------------------------------
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Development in Visual Studio
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----------------------------
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For most projects, using only scripting is enough but when development
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in C++ is needed, for creating modules or extending the engine, working
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with an IDE is usually desirable.
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Using an IDE is not required to compile Godot, as SCons takes care of everything.
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But if you intend to do engine development or debugging of the engine's C++ code,
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you may be interested in configuring a code editor or an IDE.
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Folder-based editors don't require any particular setup to start working with Godot's
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codebase. To edit projects with Visual Studio they need to be set up as a solution.
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You can create a Visual Studio solution via SCons by running SCons with
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the ``vsproj=yes`` parameter, like this::
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@@ -183,11 +186,7 @@ the ``vsproj=yes`` parameter, like this::
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You will be able to open Godot's source in a Visual Studio solution now,
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and able to build Godot using Visual Studio's **Build** button.
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If you need to edit the build commands, they are located in
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"Godot" project settings, NMAKE sheet. SCons is called at the end of
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the commands. If you make a mistake, copy the command from one of the
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other build configurations (debug, release_debug, release) or
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architectures (Win32/x64); they are equivalent.
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.. seealso:: See :ref:`doc_configuring_an_ide_vs` for further details.
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Cross-compiling for Windows from other operating systems
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--------------------------------------------------------
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