diff --git a/contributing/development/compiling/introduction_to_the_buildsystem.rst b/contributing/development/compiling/introduction_to_the_buildsystem.rst index 0bb533e8f..d523a7783 100644 --- a/contributing/development/compiling/introduction_to_the_buildsystem.rst +++ b/contributing/development/compiling/introduction_to_the_buildsystem.rst @@ -12,16 +12,16 @@ that compiling Godot from source can be as simple as running:: scons -This produces an *export template* for your current platform, operating system, and architecture. -An export template is a build of the engine that is used for running exported projects. To build -the *editor* instead you can run the following command:: +This produces an editor build for your current platform, operating system, and architecture. +You can change what gets built by specifying a target, a platform, and/or an architecture. +For example, to build an export template used for running exported games, you can run:: - scons target=editor + scons target=template_release -If you plan to debug or develop the engine, then you might want to add another option to the command:: +If you plan to debug or develop the engine, then you might want to enable the ``dev_build`` +option to enable dev-only debugging code:: scons dev_build=yes - scons target=editor dev_build=yes Following sections in the article will explain these and other universal options in more detail. But before you can compile Godot, you need to install a few prerequisites. Please refer to the platform