Merge branch 'master' into 3.2

This commit is contained in:
Rémi Verschelde
2020-04-21 14:02:11 +02:00
14 changed files with 123 additions and 41 deletions

View File

@@ -39,9 +39,14 @@ If all goes well, the resulting binary executable will be placed in the
runs without any dependencies. Executing it will bring up the project
manager.
To create an .app like in the official builds, you need to use the template
located in ``misc/dist/osx_tools.app``. Typically, for an optimized editor
binary built with ``scons p=osx target=release_debug``::
.. note:: If you want to use separate editor settings for your own Godot builds
and official releases, you can enable
:ref:`doc_data_paths_self_contained_mode` by creating a file called
``._sc_`` or ``_sc_`` in the ``bin/`` folder.
To create an ``.app`` bundle like in the official builds, you need to use the
template located in ``misc/dist/osx_tools.app``. Typically, for an optimized
editor binary built with ``scons p=osx target=release_debug``::
user@host:~/godot$ cp -r misc/dist/osx_tools.app ./Godot.app
user@host:~/godot$ mkdir -p Godot.app/Contents/MacOS

View File

@@ -34,8 +34,8 @@ For compiling under Windows, the following is required:
mingw-w64-i686-python3-pip mingw-w64-i686-gcc \
mingw-w64-i686-yasm make
For each MSYS2 MinGW subsystem, you should then run
`pip install scons` in its shell.
For each MSYS2 MinGW subsystem, you should then run
`pip install scons` in its shell.
.. seealso:: For a general overview of SCons usage for Godot, see
:ref:`doc_introduction_to_the_buildsystem`.
@@ -109,19 +109,18 @@ You can specify a number of CPU threads to use to speed up the build::
C:\godot> scons -j6 platform=windows
In general, it is OK to have at least as many threads compiling Godot as
you have cores in your CPU, if not one or two more. Feel free to add the
-j option to any SCons command you see below.
In general, it is OK to have at least as many threads compiling Godot as you
have cores in your CPU, if not one or two more. Feel free to add the ``-j``
option to any SCons command you see below.
.. note:: When compiling with multiple CPU threads, SCons may warn about
pywin32 being missing. You can safely ignore this warning.
If all goes well, the resulting binary executable will be placed in
``C:\godot\bin\`` with the name ``godot.windows.tools.32.exe`` or
``godot.windows.tools.64.exe``.
.. note:: By default, SCons will build a binary matching your CPU architecture,
but this can be overridden using ``bits=64`` or ``bits=32``.
``godot.windows.tools.64.exe``. By default, SCons will build a binary matching
your CPU architecture, but this can be overridden using ``bits=64`` or
``bits=32``.
This executable file contains the whole engine and runs without any
dependencies. Running it will bring up the Project Manager.
@@ -135,6 +134,11 @@ dependencies. Running it will bring up the Project Manager.
As link-time optimization is a memory-intensive process,
this will require about 3 GB of available RAM while compiling.
.. note:: If you want to use separate editor settings for your own Godot builds
and official releases, you can enable
: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
------------------------------------------

View File

@@ -123,6 +123,11 @@ manager.
As link-time optimization is a memory-intensive process,
this will require about 3 GB of available RAM while compiling.
.. note:: If you want to use separate editor settings for your own Godot builds
and official releases, you can enable
:ref:`doc_data_paths_self_contained_mode` by creating a file called
``._sc_`` or ``_sc_`` in the ``bin/`` folder.
Building export templates
-------------------------