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Merge branch 'master' into 3.2
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@@ -39,9 +39,14 @@ If all goes well, the resulting binary executable will be placed in the
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runs without any dependencies. Executing it will bring up the project
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manager.
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To create an .app like in the official builds, you need to use the template
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located in ``misc/dist/osx_tools.app``. Typically, for an optimized editor
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binary built with ``scons p=osx target=release_debug``::
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.. note:: If you want to use separate editor settings for your own Godot builds
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and official releases, you can enable
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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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To create an ``.app`` bundle like in the official builds, you need to use the
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template located in ``misc/dist/osx_tools.app``. Typically, for an optimized
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editor binary built with ``scons p=osx target=release_debug``::
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user@host:~/godot$ cp -r misc/dist/osx_tools.app ./Godot.app
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user@host:~/godot$ mkdir -p Godot.app/Contents/MacOS
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@@ -34,8 +34,8 @@ For compiling under Windows, the following is required:
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mingw-w64-i686-python3-pip mingw-w64-i686-gcc \
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mingw-w64-i686-yasm make
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For each MSYS2 MinGW subsystem, you should then run
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`pip install scons` in its shell.
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For each MSYS2 MinGW subsystem, you should then run
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`pip install scons` in its shell.
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.. seealso:: For a general overview of SCons usage for Godot, see
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:ref:`doc_introduction_to_the_buildsystem`.
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@@ -109,19 +109,18 @@ You can specify a number of CPU threads to use to speed up the build::
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C:\godot> scons -j6 platform=windows
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In general, it is OK to have at least as many threads compiling Godot as
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you have cores in your CPU, if not one or two more. Feel free to add the
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-j option to any SCons command you see below.
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In general, it is OK to have at least as many threads compiling Godot as you
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have cores in your CPU, if not one or two more. Feel free to add the ``-j``
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option to any SCons command you see below.
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.. note:: When compiling with multiple CPU threads, SCons may warn about
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pywin32 being missing. You can safely ignore this warning.
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If all goes well, the resulting binary executable will be placed in
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``C:\godot\bin\`` with the name ``godot.windows.tools.32.exe`` or
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``godot.windows.tools.64.exe``.
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.. note:: By default, SCons will build a binary matching your CPU architecture,
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but this can be overridden using ``bits=64`` or ``bits=32``.
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``godot.windows.tools.64.exe``. By default, SCons will build a binary matching
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your CPU architecture, but this can be overridden using ``bits=64`` or
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``bits=32``.
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This executable file contains the whole engine and runs without any
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dependencies. Running it will bring up the Project Manager.
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@@ -135,6 +134,11 @@ dependencies. Running it will bring up the Project Manager.
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As link-time optimization is a memory-intensive process,
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this will require about 3 GB of available RAM while compiling.
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.. note:: If you want to use separate editor settings for your own Godot builds
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and official releases, you can enable
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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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@@ -123,6 +123,11 @@ manager.
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As link-time optimization is a memory-intensive process,
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this will require about 3 GB of available RAM while compiling.
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.. note:: If you want to use separate editor settings for your own Godot builds
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and official releases, you can enable
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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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Building export templates
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-------------------------
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