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Add note about register_types file locations (#3702)
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@@ -75,7 +75,11 @@ need to be created:
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register_types.h
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register_types.cpp
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With the following contents:
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.. important::
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These files must be in the top-level folder of your module (next to your
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``SCsub`` and ``config.py`` files) for the module to be registered properly.
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These files should contain the following:
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.. code-block:: cpp
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@@ -124,8 +128,8 @@ installation commands for Linux below, for reference.
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apt-cache search festvox-* <-- Displays list of voice packages
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sudo apt-get install festvox-don festvox-rablpc16k festvox-kallpc16k festvox-kdlpc16k <-- Installs voices
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.. note::
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**Important:** The voices that Festival uses (and any other potential external/3rd-party
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.. important::
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The voices that Festival uses (and any other potential external/3rd-party
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resource) all have varying licenses and terms of use; some (if not most) of them may be
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be problematic with Godot, even if the Festival Library itself is MIT License compatible.
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Please be sure to check the licenses and terms of use.
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@@ -148,8 +152,8 @@ can link to them instead by adding them as submodules (from within the modules/t
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git submodule add https://github.com/festvox/festival
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git submodule add https://github.com/festvox/speech_tools
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.. note::
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**Important:** Please note that Git submodules are not used in the Godot repository. If
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.. important::
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Please note that Git submodules are not used in the Godot repository. If
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you are developing a module to be merged into the main Godot repository, you should not
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use submodules. If your module doesn't get merged in, you can always try to implement
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the external library as a GDNative C++ plugin.
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@@ -119,7 +119,11 @@ need to be created:
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register_types.h
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register_types.cpp
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With the following contents:
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.. important::
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These files must be in the top-level folder of your module (next to your
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``SCsub`` and ``config.py`` files) for the module to be registered properly.
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These files should contain the following:
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.. code-block:: cpp
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@@ -423,7 +427,7 @@ library that will be dynamically loaded when starting our game's binary.
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# next to the Godot binary.
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shared_lib = module_env.SharedLibrary(target='#bin/summator', source=sources)
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# Finally, notify the main env it has our shared lirary as a new dependency.
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# Finally, notify the main env it has our shared library as a new dependency.
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# To do so, SCons wants the name of the lib with it custom suffixes
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# (e.g. ".linuxbsd.tools.64") but without the final ".so".
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# We pass this along with the directory of our library to the main env.
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@@ -441,8 +445,9 @@ during runtime with the ``LD_LIBRARY_PATH`` environment variable:
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export LD_LIBRARY_PATH="$PWD/bin/"
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./bin/godot*
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**note**: Pay attention you have to ``export`` the environ variable otherwise
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you won't be able to play your project from within the editor.
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.. note::
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You have to ``export`` the environment variable otherwise
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you won't be able to play your project from within the editor.
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On top of that, it would be nice to be able to select whether to compile our
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module as shared library (for development) or as a part of the Godot binary
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