mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-03 05:48:42 +03:00
Harmonize Bash command syntax for easier line selection and copy-pasting
- Remove prompt or `$` sign which makes triple-click based selection more difficult and time-consuming. - Use `platform` instead of `p` alias in all SCons examples.
This commit is contained in:
committed by
Max Hilbrunner
parent
f5adaf3176
commit
71db8932bc
@@ -53,13 +53,13 @@ Open a Terminal, go to the root dir of the engine source code and type:
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::
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$ scons p=ios target=template_debug
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scons platform=ios target=template_debug
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for a debug build, or:
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::
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$ scons p=ios target=template_release
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scons platform=ios target=template_release
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for a release build (check ``platform/ios/detect.py`` for the compiler
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flags used for each configuration).
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@@ -68,8 +68,8 @@ Alternatively, you can run
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::
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$ scons p=ios target=template_debug ios_simulator=yes arch=x86_64
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$ scons p=ios target=template_debug ios_simulator=yes arch=arm64
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scons platform=ios target=template_debug ios_simulator=yes arch=x86_64
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scons platform=ios target=template_debug ios_simulator=yes arch=arm64
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for a Simulator libraries.
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@@ -79,13 +79,13 @@ should be placed in ``libgodot.ios.debug.xcframework`` and ``libgodot.ios.releas
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::
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$ cp -r misc/dist/ios_xcode .
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cp -r misc/dist/ios_xcode .
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$ cp libgodot.ios.template_debug.arm64.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a
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$ lipo -create libgodot.ios.template_debug.arm64.simulator.a libgodot.ios.template_debug.x86_64.simulator.a -output ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
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cp libgodot.ios.template_debug.arm64.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a
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lipo -create libgodot.ios.template_debug.arm64.simulator.a libgodot.ios.template_debug.x86_64.simulator.a -output ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
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$ cp libgodot.ios.template_release.arm64.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
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$ lipo -create libgodot.ios.template_release.arm64.simulator.a libgodot.ios.template_release.x86_64.simulator.a -output ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
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cp libgodot.ios.template_release.arm64.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
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lipo -create libgodot.ios.template_release.arm64.simulator.a libgodot.ios.template_release.x86_64.simulator.a -output ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
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The MoltenVK static ``.xcframework`` folder must also be placed in the ``ios_xcode``
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folder once it has been created.
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@@ -314,7 +314,7 @@ codebase. To edit projects with Visual Studio they need to be set up as a soluti
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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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scons p=windows vsproj=yes
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scons platform=windows vsproj=yes
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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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@@ -46,7 +46,7 @@ the desired targets without having to repeat this process.
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``<godot_binary>`` refers to the editor binary you compiled with the .NET module
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enabled. Its exact name will differ based on your system and configuration, but
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should be of the form ``bin/godot.<platform>.editor.<arch>.mono``, e.g.
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``bin/godot.linuxbsd.editor.x86_64.mono`` or
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``bin/godot.linuxbsd.editor.x86_64.mono`` or
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``bin/godot.windows.editor.x86_32.mono.exe``. Be especially aware of the
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**.mono** suffix! If you've previously compiled Godot without .NET support, you
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might have similarly named binaries without this suffix. These binaries can't be
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@@ -149,11 +149,11 @@ Example (Windows)
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::
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# Build editor binary
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scons p=windows target=editor module_mono_enabled=yes
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scons platform=windows target=editor module_mono_enabled=yes
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# Build export templates
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scons p=windows target=template_debug module_mono_enabled=yes
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scons p=windows target=template_release module_mono_enabled=yes
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scons platform=windows target=template_debug module_mono_enabled=yes
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scons platform=windows target=template_release module_mono_enabled=yes
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# Generate glue sources
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bin/godot.windows.editor.x86_64.mono --headless --generate-mono-glue modules/mono/glue
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# Build .NET assemblies
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@@ -166,10 +166,10 @@ Example (Linux, \*BSD)
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::
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# Build editor binary
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scons p=linuxbsd target=editor module_mono_enabled=yes
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scons platform=linuxbsd target=editor module_mono_enabled=yes
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# Build export templates
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scons p=linuxbsd target=template_debug module_mono_enabled=yes
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scons p=linuxbsd target=template_release module_mono_enabled=yes
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scons platform=linuxbsd target=template_debug module_mono_enabled=yes
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scons platform=linuxbsd target=template_release module_mono_enabled=yes
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# Generate glue sources
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bin/godot.linuxbsd.editor.x86_64.mono --headless --generate-mono-glue modules/mono/glue
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@@ -547,7 +547,7 @@ main ``doc/classes`` directory.
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You can use Git to check if you have missed some of your classes by checking the
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untracked files with ``git status``. For example::
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user@host:~/godot$ git status
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git status
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Example output::
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@@ -573,7 +573,7 @@ Run command:
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::
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user@host:~/godot$ ./bin/<godot_binary> --doctool .
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bin/<godot_binary> --doctool .
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Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will see
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that it contains a ``Summator.xml`` file, or any other classes, that you referenced
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@@ -28,7 +28,7 @@ For example, using ``gdb`` directly, you may do this:
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.. code-block:: none
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$ gdb godot
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gdb godot
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> run -e --path ~/myproject
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You can also run the editor directly from your project's folder. In that case,
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@@ -36,8 +36,8 @@ only the ``-e`` option is required.
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.. code-block:: none
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$ cd ~/myproject
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$ gdb godot
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cd ~/myproject
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gdb godot
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> run -e
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You can learn more about these launch options and other command line arguments
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@@ -131,7 +131,7 @@ Example usage:
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.. code-block:: shell
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$ gd_snapshot_commit 4.0 beta4
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gd_snapshot_commit 4.0 beta4
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To refer to the latest state of the master branch, you can use ``master``
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instead of a commit hash. Note that unlike tagged releases or snapshot commit
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@@ -148,15 +148,15 @@ folder and enter the following command:
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# <good commit hash> is hash of the build that works as expected.
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# <bad commit hash> is hash of the build exhibiting the bug.
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$ git bisect start
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$ git bisect good <good commit hash>
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$ git bisect bad <bad commit hash>
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git bisect start
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git bisect good <good commit hash>
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git bisect bad <bad commit hash>
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Compile Godot. This assumes you've set up a build environment:
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.. code-block:: shell
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$ scons
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scons
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Run the engine
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^^^^^^^^^^^^^^
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@@ -173,13 +173,13 @@ If the build **still** exhibits the bug, run the following command:
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.. code-block:: shell
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$ git bisect bad
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git bisect bad
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If the build **does not** exhibit the bug, run the following command:
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.. code-block:: shell
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$ git bisect good
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git bisect good
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After entering one of the commands above, Git will switch to a different commit.
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You should now build Godot again, try to reproduce the bug, then enter ``git
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@@ -95,7 +95,7 @@ To clone your fork from GitHub, use the following command:
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::
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$ git clone https://github.com/USERNAME/godot
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git clone https://github.com/USERNAME/godot
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.. note:: In our examples, the "$" character denotes the command line prompt
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on typical UNIX shells. It is not part of the command and should
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@@ -106,14 +106,14 @@ working directory. Move into it using the ``cd`` command:
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::
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$ cd godot
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cd godot
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We will start by setting up a reference to the original repository that we forked:
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::
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$ git remote add upstream https://github.com/godotengine/godot
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$ git fetch upstream
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git remote add upstream https://github.com/godotengine/godot
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git fetch upstream
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This will create a reference named ``upstream`` pointing to the original
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``godotengine/godot`` repository. This will be useful when you want to pull new
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@@ -149,30 +149,30 @@ a feature branch:
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::
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# Create the branch based on the current branch (master)
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$ git branch better-project-manager
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git branch better-project-manager
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# Change the current branch to the new one
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$ git checkout better-project-manager
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git checkout better-project-manager
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This command is equivalent:
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::
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# Change the current branch to a new named one, based on the current branch
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$ git checkout -b better-project-manager
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git checkout -b better-project-manager
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If you want to go back to the ``master`` branch, you'd use:
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::
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$ git checkout master
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git checkout master
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You can see which branch you are currently on with the ``git branch``
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command:
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::
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$ git branch
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git branch
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2.1
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* better-project-manager
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master
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@@ -183,7 +183,7 @@ you can specify a custom base branch after the new branch's name:
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::
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$ git checkout -b my-new-feature master
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git checkout -b my-new-feature master
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Updating your branch
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--------------------
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@@ -200,7 +200,7 @@ current upstream ``master`` branch, you will have to update your branch by
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::
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$ git pull --rebase upstream master
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git pull --rebase upstream master
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The ``--rebase`` argument will ensure that any local changes that you committed
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will be re-applied *on top* of the pulled branch, which is usually what we want
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@@ -296,32 +296,32 @@ Here's how the shell history could look like on our example:
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::
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# It's nice to know where you're starting from
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$ git log
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git log
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# Do changes to the Project Manager with the nano text editor
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$ nano editor/project_manager.cpp
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nano editor/project_manager.cpp
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# Find an unrelated bug in Control and fix it
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$ nano scene/gui/control.cpp
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nano scene/gui/control.cpp
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# Review changes
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$ git status
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$ git diff
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git status
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git diff
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# We'll do two commits for our unrelated changes,
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# starting by the Control changes necessary for the PM enhancements
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$ git add scene/gui/control.cpp
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$ git commit -m "Fix handling of margins in Control"
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git add scene/gui/control.cpp
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git commit -m "Fix handling of margins in Control"
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# Check we did good
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$ git log
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$ git show
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$ git status
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git log
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git show
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git status
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# Make our second commit
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$ git add editor/project_manager.cpp
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$ git commit -m "Add a pretty banner to the Project Manager"
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$ git log
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git add editor/project_manager.cpp
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git commit -m "Add a pretty banner to the Project Manager"
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git log
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With this, we should have two new commits in our ``better-project-manager``
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branch which were not in the ``master`` branch. They are still only local
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@@ -337,7 +337,7 @@ remote branch to share them with the world. The syntax for this is:
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::
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$ git push <remote> <local branch>[:<remote branch>]
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git push <remote> <local branch>[:<remote branch>]
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The part about the remote branch can be omitted if you want it to have the
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same name as the local branch, which is our case in this example, so we will
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@@ -345,7 +345,7 @@ do:
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::
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$ git push origin better-project-manager
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git push origin better-project-manager
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Git will ask you for your username and password. For your password, enter your
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GitHub Personal Access Token (PAT). If you do not have a GitHub Personal Access
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@@ -394,13 +394,13 @@ branch, push it to your fork, and the PR will be updated automatically:
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::
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# Check out your branch again if you had changed in the meantime
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$ git checkout better-project-manager
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git checkout better-project-manager
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# Fix a mistake
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$ nano editor/project_manager.cpp
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$ git add editor/project_manager.cpp
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$ git commit -m "Fix a typo in the banner's title"
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$ git push origin better-project-manager
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nano editor/project_manager.cpp
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git add editor/project_manager.cpp
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git commit -m "Fix a typo in the banner's title"
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git push origin better-project-manager
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However, be aware that in our PR workflow, we favor commits that bring the
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codebase from one functional state to another functional state, without having
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@@ -413,17 +413,17 @@ fixes. The above example would then become:
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::
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# Check out your branch again if you had changed in the meantime
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$ git checkout better-project-manager
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git checkout better-project-manager
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# Fix a mistake
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$ nano editor/project_manager.cpp
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$ git add editor/project_manager.cpp
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nano editor/project_manager.cpp
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git add editor/project_manager.cpp
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# --amend will change the previous commit, so you will have the opportunity
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# to edit its commit message if relevant.
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$ git commit --amend
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git commit --amend
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# As we modified the last commit, it no longer matches the one from your
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# remote branch, so we need to force push to overwrite that branch.
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$ git push --force origin better-project-manager
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git push --force origin better-project-manager
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.. Kept for compatibility with the previous title, linked in many PRs.
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@@ -460,7 +460,7 @@ upstream ``master`` branch, which you can do with:
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::
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$ git rebase -i upstream/master
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git rebase -i upstream/master
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.. note:: Referencing branches in Git is a bit tricky due to the distinction
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between remote and local branches. Here, ``upstream/master`` (with a
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@@ -511,7 +511,7 @@ will raise an error:
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::
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$ git push origin better-project-manager
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git push origin better-project-manager
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To https://github.com/akien-mga/godot
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! [rejected] better-project-manager -> better-project-manager (non-fast-forward)
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error: failed to push some refs to 'https://akien-mga@github.com/akien-mga/godot'
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@@ -524,7 +524,7 @@ will have to *force* it:
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::
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$ git push --force origin better-project-manager
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git push --force origin better-project-manager
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And tadaa! Git will happily *replace* your remote branch with what you had
|
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locally (so make sure that's what you wanted, using ``git log``). This will
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@@ -543,7 +543,7 @@ the following steps *should* fix this in one step:
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.. code-block:: text
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$ git rebase -i --onto master 4.2
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git rebase -i --onto master 4.2
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This will take all the commits on your branch *after* the ``4.2`` branch, and then splice them on top of ``master``,
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ignoring any commits from the ``4.2`` branch not on the ``master`` branch. You may still need to do some fixing, but
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@@ -553,7 +553,7 @@ Just like above for the interactive rebase you need to force push your branch to
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|
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::
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$ git push --force origin better-project-manager
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git push --force origin better-project-manager
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Deleting a Git branch
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---------------------
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@@ -567,7 +567,7 @@ To delete our better Project Manager branch locally, use this command:
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|
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::
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$ git branch -d better-project-manager
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git branch -d better-project-manager
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Alternatively, if the branch hadn't been merged yet and we wanted to delete it anyway, instead
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of ``-d`` you would use ``-D``.
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@@ -576,7 +576,7 @@ Next, to delete the remote branch on GitHub use this command:
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|
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::
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|
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$ git push origin -d better-project-manager
|
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git push origin -d better-project-manager
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|
||||
You can also delete the remote branch from the GitHub PR itself, a button should appear once
|
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it has been merged or closed.
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@@ -119,19 +119,19 @@ Alternatively, you can checkout the pull request directly with git:
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|
||||
::
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$ git fetch upstream pull/PR_NUMBER/head:BRANCH_NAME
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git fetch upstream pull/PR_NUMBER/head:BRANCH_NAME
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|
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So for the pull request above, the actual command will be:
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|
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::
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# Fetch PR branch locally
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$ git fetch upstream pull/48734/head:editor_file_dialog_filter_sort
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git fetch upstream pull/48734/head:editor_file_dialog_filter_sort
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||||
|
||||
- Once the pull request finishes downloading, checkout its branch:
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|
||||
::
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||||
|
||||
$ git checkout editor_file_dialog_filter_sort
|
||||
git checkout editor_file_dialog_filter_sort
|
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|
||||
- And follow the :ref:`compiling <toc-devel-compiling>` instructions for your operating system.
|
||||
|
||||
@@ -84,7 +84,7 @@ files contain important metadata.
|
||||
|
||||
::
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||||
|
||||
$ ls
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||||
ls
|
||||
example.png
|
||||
example.png.import
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||||
project.godot
|
||||
@@ -94,7 +94,7 @@ Additionally, extra assets will be present in the hidden
|
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::
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$ ls .godot/imported
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||||
ls .godot/imported
|
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example.png-218a8f2b3041327d8a5756f3a245f83b.ctex
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||||
example.png-218a8f2b3041327d8a5756f3a245f83b.md5
|
||||
|
||||
|
||||
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