Drop obsolete Packaging Godot page

The part about the location of user data was outdated and no longer
relevant now that the option to define a custom templates install folder
was removed.

The instructions on the self-contained mode are still relevant, but I'll
rewrite them in a more appropriate location.
This commit is contained in:
Rémi Verschelde
2019-01-08 11:35:47 +01:00
parent aa7a9f8675
commit fae0b185bc
2 changed files with 0 additions and 58 deletions

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@@ -16,5 +16,4 @@ Compiling
compiling_for_uwp
compiling_for_web
compiling_with_mono
packaging_godot
optimizing_for_size

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.. _doc_packaging_godot:
Packaging Godot
===============
Godot has features to make it easier to distribute and to package it for application repositories.
Default behaviour
-----------------
By default, Godot stores all settings and installed templates in a per-user directory.
First Godot checks the ``APPDATA`` environment variable. If it exists, the per-user directory
is the ``Godot`` subdirectory of ``APPDATA``.
If ``APPDATA`` doesn't exist, Godot checks the ``HOME`` environment variable. The per-user
directory is then the ".godot" subdir of ``HOME``.
This meets common operating system standards.
Global template path (Unix only)
--------------------------------
The ``unix_global_settings_path`` build variable is meant for Unix/Linux distro packagers
who want to package export templates together with godot. It allows to put the export
templates on a hardcoded path.
To use it, pass the desired path via the scons ``unix_global_settings_path`` build variable
when building the editor. The export templates then live at the "templates" subdirectory
of the path specified.
Templates installed at the per-user location still override the system wide templates.
This option is only available on unix based platforms.
Self contained mode
-------------------
The self contained mode can be used to package Godot for distribution systems where it
doesn't live at a fixed location. If the editor finds a ``._sc_`` file in the directory
the executable is located in, Godot will continue in "self contained mode".
On Windows, the file name to use is ``_sc_`` (without the preceding dot).
In self contained mode, all config files are located next to the executable in a directory
called ``editor_data``. Godot doesn't read or write to the per-user location anymore.
The contents of the ``._sc_`` file (when not empty) are read with the ConfigFile api (same
format as ``project.godot``, etc). So far it can contain a list of pre-loaded project in this
format:
::
[init_projects]
list=["demos/2d/platformer", "demos/2d/isometric"]
The paths are relative to the executable location, and will be added to the file ``editor_settings.xml``
when this is created for the first time.