Add dev_build and dev_mode flags to scons compilation instructions for desktop editor pages

This commit is contained in:
Jonathan Sekela
2024-09-28 23:31:43 -04:00
committed by Max Hilbrunner
parent 4f1c98685d
commit d1042305d6
4 changed files with 20 additions and 0 deletions

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@@ -248,6 +248,12 @@ Start a terminal, go to the root dir of the engine source code and type:
``linuxbsd``. If you are looking to compile Godot 3.x, make sure to use the
`3.x branch of this documentation <https://docs.godotengine.org/en/3.6/development/compiling/compiling_for_x11.html>`__.
.. tip::
If you are compiling Godot to make changes or contribute to the engine,
you may want to use the SCons options ``dev_build=yes`` or ``dev_mode=yes``.
See :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases`
for more info.
If all goes well, the resulting binary executable will be placed in the
"bin" subdirectory. This executable file contains the whole engine and
runs without any dependencies. Executing it will bring up the Project

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@@ -59,6 +59,12 @@ To support both architectures in a single "Universal 2" binary, run the above tw
lipo -create bin/godot.macos.editor.x86_64 bin/godot.macos.editor.arm64 -output bin/godot.macos.editor.universal
.. tip::
If you are compiling Godot to make changes or contribute to the engine,
you may want to use the SCons options ``dev_build=yes`` or ``dev_mode=yes``.
See :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases`
for more info.
If all goes well, the resulting binary executable will be placed in the
``bin/`` subdirectory. This executable file contains the whole engine and
runs without any dependencies. Executing it will bring up the Project

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@@ -146,6 +146,12 @@ the engine source code (using ``cd``) and type:
.. note:: When compiling with multiple CPU threads, SCons may warn about
pywin32 being missing. You can safely ignore this warning.
.. tip::
If you are compiling Godot to make changes or contribute to the engine,
you may want to use the SCons options ``dev_build=yes`` or ``dev_mode=yes``.
See :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases`
for more info.
If all goes well, the resulting binary executable will be placed in
``C:\godot\bin\`` with the name ``godot.windows.editor.x86_32.exe`` or
``godot.windows.editor.x86_64.exe``. By default, SCons will build a binary matching

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@@ -139,6 +139,8 @@ run projects but does not include the editor or the Project Manager.
scons platform=<platform> target=editor/template_debug/template_release
.. _doc_introduction_to_the_buildsystem_development_and_production_aliases:
Development and production aliases
----------------------------------