Add documentation about exporting for dedicated servers

This also documents how to build dedicated server binaries.
The part about compiling will need to be updated for Godot 4.0
once the server platform is usable again.

This also removes prompts before commands so that they can be
copy-pasted by triple-clicking without selecting the prompt.
This commit is contained in:
Hugo Locurcio
2020-05-18 17:57:34 +02:00
parent c0c9ddd315
commit ec77f48d5e
9 changed files with 170 additions and 46 deletions

View File

@@ -158,19 +158,19 @@ of your project as either the first argument, like this:
::
user@host:~$ godot path_to_your_project/project.godot [other] [commands] [and] [args]
godot path_to_your_project/project.godot [other] [commands] [and] [args]
Or by using the ``--path`` argument:
::
user@host:~$ godot --path path_to_your_project [other] [commands] [and] [args]
godot --path path_to_your_project [other] [commands] [and] [args]
For example, the full command for exporting your game (as explained below) might look like this:
::
user@host:~$ godot --path path_to_your_project --export my_export_preset_name game.exe
godot --path path_to_your_project --export my_export_preset_name game.exe
Creating a project
------------------
@@ -182,9 +182,9 @@ shell to the desired place and making a project.godot file.
::
user@host:~$ mkdir newgame
user@host:~$ cd newgame
user@host:~/newgame$ touch project.godot
mkdir newgame
cd newgame
touch project.godot
The project can now be opened with Godot.
@@ -199,14 +199,14 @@ otherwise the command is ignored and the project manager appears.
::
user@host:~/newgame$ godot -e
godot -e
If a scene has been created and saved, it can be edited later by running
the same code with that scene as argument.
::
user@host:~/newgame$ godot -e scene.tscn
godot -e scene.tscn
Erasing a scene
---------------
@@ -217,7 +217,7 @@ references that scene or else an error will be thrown upon opening.
::
user@host:~/newgame$ rm scene.tscn
rm scene.tscn
Running the game
----------------
@@ -227,14 +227,14 @@ subdirectory.
::
user@host:~/newgame$ godot
godot
When a specific scene needs to be tested, pass that scene to the command
line.
::
user@host:~/newgame$ godot scene.tscn
godot scene.tscn
Debugging
---------
@@ -245,11 +245,11 @@ just fly by. For this, a command line debugger is provided by adding
::
user@host:~/newgame$ godot -d
godot -d
::
user@host:~/newgame$ godot -d scene.tscn
godot -d scene.tscn
.. _doc_command_line_tutorial_exporting:
@@ -262,8 +262,8 @@ that is headless (server build, no video) is ideal for this.
::
user@host:~/newgame$ godot --export "Linux/X11" /var/builds/project
user@host:~/newgame$ godot --export Android /var/builds/project.apk
godot --export "Linux/X11" /var/builds/project
godot --export Android /var/builds/project.apk
The platform names recognized by the ``--export`` switch are the same as
displayed in the export wizard of the editor. To get a list of supported
@@ -287,7 +287,7 @@ Here is a simple example of how it works:
.. code-block:: python
#sayhello.gd
# sayhello.gd
extends SceneTree
func _init():
@@ -298,8 +298,8 @@ And how to run it:
::
user@host:~/newgame$ godot -s sayhello.gd
Hello!
# Prints "Hello!" to standard output.
godot -s sayhello.gd
If no project.godot exists at the path, current path is assumed to be the
current working directory (unless ``-path`` is specified).