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Rename --export command line argument to --export-release
This makes the action of exporting to release mode more explicit.
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16
misc/dist/linux/godot.6
vendored
16
misc/dist/linux/godot.6
vendored
@@ -130,16 +130,22 @@ Run a script.
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\fB\-\-check\-only\fR
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Only parse for errors and quit (use with --script).
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.TP
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\fB\-\-export\fR <preset> <path>
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Export the project using the given preset and matching release template. The preset name should match one defined in export_presets.cfg.
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\fB\-\-export\-release\fR <preset> <path>
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Export the project in release mode using the given preset and output path. The preset name should match one defined in export_presets.cfg.
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.br
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<path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe'). The target directory should exist.
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<path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe').
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.br
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The target directory must exist.
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.TP
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\fB\-\-export\-debug\fR <preset> <path>
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Same as \-\-export, but using the debug template.
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Export the project in debug mode using the given preset and output path. The preset name should match one defined in export_presets.cfg.
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.br
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<path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe').
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.br
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The target directory must exist.
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.TP
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\fB\-\-export\-pack\fR <preset> <path>
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Same as \-\-export, but only export the game pack for the given preset. The <path> extension determines whether it will be in PCK or ZIP format.
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Export the project data only using the given preset and output path. The <path> extension determines whether it will be in PCK or ZIP format.
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.TP
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\fB\-\-doctool\fR <path>
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Dump the engine API reference to the given <path> in XML format, merging if existing files are found.
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