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