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)
This commit is contained in:
Rémi Verschelde
2022-09-09 14:56:12 +02:00
parent 5b3951bf1f
commit 0cc1cc84c5

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