Document the relative export path behavior in Command line tutorial (#4706)

This closes https://github.com/godotengine/godot/issues/46597.
This commit is contained in:
Hugo Locurcio
2021-03-03 23:01:04 +01:00
parent d6eb1a30e2
commit 32d63409d8

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@@ -268,11 +268,9 @@ that is headless (server build, no video) is ideal for this.
godot --export "Linux/X11" /var/builds/project
godot --export Android /var/builds/project.apk
The platform names recognized by the ``--export`` switch are the same as
displayed in the export wizard of the editor. To get a list of supported
platforms from the command line, try exporting to a non-recognized
platform and the full listing of platforms your configuration supports
will be shown.
The preset name must match the name of an export preset defined in the
project's ``export_presets.cfg`` file. If the preset name contains spaces or
special characters (such as "Windows Desktop"), it must be surrounded with quotes.
To export a debug version of the game, use the ``--export-debug`` switch
instead of ``--export``. Their parameters and usage are the same.
@@ -281,6 +279,12 @@ To export only a PCK file, use the ``--export-pack`` option followed by the
preset name and output path, with the file extension, instead of ``--export``.
The output path extension determines the package's format, either PCK or ZIP.
.. warning::
When specifying a relative path as the path for `--export`, `--export-debug`
or `--export-pack`, the path will be relative to the directory containing
the ``project.godot`` file, **not** relative to the current working directory.
Running a script
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