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4.2 cherrypicks #9648

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daa7676
Update external_editor.rst: point out C# instructions
31 Jan 27, 2024
3678cc8
Fix multiple typos related to Particle Systems (#8845)
AnOpenSauceDev Jan 27, 2024
0f65229
Merge pull request #8860 from 31/dev/31/export-node-res-useful
skyace65 Jan 30, 2024
5ea0124
Merge pull request #8772 from docrinehart/first-3d-game-animation-fixes
skyace65 Feb 2, 2024
fa78062
Elaborate on C# Connect/Disconnect
31 Jan 22, 2024
b1747cb
c_sharp_collections.rst: copy variant page's Packed{TYPE}Array order
31 Feb 4, 2024
78189da
Bump peter-evans/create-pull-request from 5 to 6
dependabot[bot] Feb 1, 2024
75e7d6c
Merge pull request #8722 from kylestarr/master
skyace65 Feb 4, 2024
a1be093
Merge pull request #8878 from 31/dev/31/variant-obj
mhilbrunner Feb 4, 2024
33ceeca
Link to C# Variant-compatible section directly
31 Feb 4, 2024
08a0974
singletons_autoload.rst: add C# example similar to "Global Variable"
31 Jan 27, 2024
09ce52e
Update gui_using_fonts.rst
dustdfg Feb 1, 2024
17a50e9
Clarify how to open the SpriteFrames panel
skyace65 Mar 9, 2024
20c41b8
Update CSG note with info on reliability
skyace65 Mar 10, 2024
ba30c3d
Unify C# naming notes and comments
skyace65 Mar 10, 2024
f179ffd
Update intro to 3D images, document preview light
skyace65 Mar 10, 2024
177c1b3
Replace "alt" with "opt" for macOS shortcuts
skyace65 Feb 9, 2024
09478fe
Update XR Index page
skyace65 Mar 12, 2024
36393a7
Add extension support info for web export
skyace65 Mar 15, 2024
c3a45b7
Document that hint_color is now source_color
skyace65 Mar 16, 2024
05a2f53
add more tool script info and add a section
skyace65 Mar 16, 2024
882d2a8
Add intellisense configuration for VSCode
kitbdev Mar 18, 2024
7c85937
Update gdscript_styleguide.rst - clarified sentence and grammar (#9110)
444B Mar 21, 2024
4b68d56
Add table of contents to epub of docs
skyace65 Mar 23, 2024
4c27083
Update signal intro with note concerning external editors
miesepeter Mar 18, 2024
8fa4eaa
Add note for hosting asset icons on GitHub (#9125)
innovate-invent Mar 25, 2024
8241815
Update note on exporting `SkeletonProfile`s in "Retargeting 3D Skelet…
Mar 21, 2024
e5a038f
Update godot_design_philosophy.rst's contributor number (#9137)
jsjtxietian Mar 25, 2024
f3c16ee
Mention how to improve font rendering quality in 3D text
Calinou Mar 27, 2024
7f8c3ce
Update the community channels
fellowjamess Mar 30, 2024
d918038
Update SSL/TLS certificates page for Godot 4.x
Calinou Mar 27, 2024
4e71d0d
Update outdated link in first_3d_game's going_further.rst (#9163)
jsjtxietian Apr 2, 2024
3a9fbe7
Document decal sorting behavior in Using decals
Calinou Apr 4, 2024
602a5a4
More accurately describes what a Transform3D is
Skyefre Apr 2, 2024
509095d
Clarify per-instance uniforms are not supported in the Compatibility …
rburing Apr 5, 2024
b8e6537
docs: Clarify associativity of operators. (#9170)
elenakrittik Apr 6, 2024
2464790
Explicitly mention to which node should connect the signals (#9153)
jandeerl Apr 8, 2024
73a2f83
Android export: special chars in passwords caveat
jefemagril Mar 21, 2024
ebfaa41
Complete the example for "skip_vertex_transform"
dawei-wang Apr 5, 2024
27ac4ef
Make "TextureRect" a link
skyace65 Apr 9, 2024
f810e95
GDScript: Clarify raw string literals documentation
dalexeev Apr 9, 2024
3e50e98
Update PhysicsServer2D naming for C# in ray-casting.rst
Mudkipze Apr 12, 2024
f994757
Merge branch 'DevDocsReadMe' of https://github.com/skyace65/godot-doc…
skyace65 Apr 14, 2024
2d4cd7f
Add more information about VS and VS Code debugging (#9222)
fyndor Apr 15, 2024
c708b44
Update the names of the export binaries
mihe Apr 17, 2024
314c904
Replace ClassDB calls with available macros in GDExtension docs
paddy-exe Apr 22, 2024
66507f7
Fixed out of date binding syntax for `Signal.connect`
TheJP Apr 23, 2024
2e22525
Fix typo in docs
Benjiko99 Apr 23, 2024
40a7154
Add note about class reference generated XML descriptions
Frozenfire92 Apr 27, 2024
ce2c48a
Provide instructions for resource change notifications in tools (#9283)
betalars Apr 27, 2024
0214f6b
make mat4 consistent with vec4 (#9298)
RadiantUwU Apr 29, 2024
ae38bfc
Update gdscript_basics.rst
NormPlum Apr 27, 2024
5eb4355
Add a section on how to checkout a PR with git
melquiadess Apr 19, 2024
265e537
Add `CAMERA_VISIBLE_LAYERS` to spatial shader docs (#9244)
xXAdrXx May 1, 2024
dff553a
Add info on script template folders
skyace65 May 2, 2024
7f5c27d
Add a note to the vendor plugin info that it no longer needs to be en…
BastiaanOlij Mar 20, 2024
89f9638
fixing typo
betalars Apr 28, 2024
cd3eb62
Fix meaning of "scons" by itself in Introduction to the Buildsystem
aaronfranke May 12, 2024
1d281f3
Document the possibility to enable custom pretty-printers in GDB
Mitten-O May 7, 2024
b2599b7
Mention that user is responsible for POSITION value when it's written…
jsjtxietian May 10, 2024
a39df66
Fix typo in Using NavigationServer tutorial page
alexey-pkv May 17, 2024
2704978
Entering transparent pipeline when reading ALPHA
Nitwel May 10, 2024
f382d17
Add `thirdparty` as linter exception
AThousandShips May 24, 2024
f4679b0
Remove reference of ``vertex`` in particle shaders
paddy-exe Feb 7, 2024
3a004fd
Fix mixup between `translated` and `translated_local`
AThousandShips May 27, 2024
f87295f
Correction on usage of Dictionaries in C# as it should be 'Godot.Coll…
KitzuGG May 28, 2024
9f87260
Merge pull request #9432 from Bamarin/master
skyace65 May 29, 2024
e2b5631
Add C# code to "Using NavigationServer"
raulsntos May 21, 2024
4aafc5a
Tweak guidelines on dictionary and enum formatting in GDScript style …
Calinou May 29, 2024
e2a8bd7
Update 2d_sprite_animation.rst
Charl-pena May 3, 2024
7b13107
Updated function call
Sr3qt Jun 4, 2024
3f17911
Remove Note from Constants
ceejbro May 21, 2024
a20860b
Update using a viewport as a texture tutorial for 4.2
skyace65 May 4, 2024
b91ac15
Update inheritance tree images
skyace65 Apr 14, 2024
e74e3e3
Document how to handle compatibility breakages
AThousandShips Mar 29, 2024
f414202
Fix indented text captured by tabs group directive
Trinovantes Jun 15, 2024
91fec01
Link to more up-to-date FuncGodot plugin in CSG Tools, add Cyclops Le…
Calinou Jun 14, 2024
c89f7df
Update scene_organization.rst
TheOnlyCool1 Jun 21, 2024
22cfe02
Add documentation about .gdextension file
paddy-exe May 15, 2024
1504e09
Remove reference to 3.x plugin
skyace65 Jun 23, 2024
e485162
pi/4 is 45 degrees.
sainthkh Jun 25, 2024
175f702
Document caveats related to GPUParticles3D collision
Calinou Jun 26, 2024
2647373
Remove unnecessary opinion about languages.
Iakobs Jun 28, 2024
f85a011
Fix link written in md syntax instead of rst
Trinovantes Jun 30, 2024
3f87039
Fix dead links in the documentation
Calinou Jul 1, 2024
bddca67
Recommend using NVIDIA app to resolve replay indicator issue in Troub…
Calinou Jun 30, 2024
52b408e
Mention that signals are first-class types since Godot 4.0 in Using s…
Calinou Jul 3, 2024
6447267
Clarify notice about feature tags being immutable
Calinou Jul 8, 2024
dc04c89
Docs - Fixed input action C# issue
SrdanJokic Jul 14, 2024
9fabd5b
Link to class reference BBCode syntax subset in BBCode in RichTextLabel
Calinou Jul 14, 2024
be6f9a5
Add dependency section to gdextension file docs
paddy-exe Jul 1, 2024
6493734
Fix wrong information on NavigationLayers page
smix8 Jul 16, 2024
dcdb34c
Merge pull request #9609 from MurderVeggie/how-to-contribute
MurderVeggie Jul 19, 2024
9d6bbd8
Fix redirect to new contribution guidelines
AThousandShips Jul 21, 2024
4ca2ee7
Fix scrolling outside of content area
HolonProduction Jul 18, 2024
0d8aad8
Update Cross-compiling for iOS on Linux
Calinou Jul 1, 2024
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2 changes: 1 addition & 1 deletion .github/workflows/sync_class_ref.yml
Original file line number Diff line number Diff line change
Expand Up @@ -46,7 +46,7 @@ jobs:
./.engine-src/doc/tools/make_rst.py --color -o ./classes -l en ./.engine-src/doc/classes ./.engine-src/modules ./.engine-src/platform

- name: Submit a pull-request
uses: peter-evans/create-pull-request@v5
uses: peter-evans/create-pull-request@v6
with:
commit-message: 'classref: Sync with current ${{ env.engine_rev }} branch (${{ steps.engine.outputs.rev_hash_short }})'
branch: 'classref/sync-${{ steps.engine.outputs.rev_hash_short }}'
Expand Down
12 changes: 1 addition & 11 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -6,17 +6,7 @@ They are meant to be parsed with the [Sphinx](https://www.sphinx-doc.org/) docum

## Download for offline use

To browse the documentation offline, you can use the mirror of the documentation
hosted on [DevDocs](https://devdocs.io/godot/). To enable offline browsing on
DevDocs, you need to:

- Click the three dots in the top-left corner, choose **Preferences**.
- Enable the desired version of the Godot documentation by checking the box
next to it in the sidebar.
- Click the three dots in the top-left corner, choose **Offline data**.
- Click the **Install** link next to the Godot documentation.

You can also
To browse the documentation offline, you can
[download an HTML copy](https://nightly.link/godotengine/godot-docs/workflows/build_offline_docs/master/godot-docs-html-master.zip)
for offline reading (updated every Monday). Extract the ZIP archive then open
the top-level `index.html` in a web browser.
Expand Down
1 change: 1 addition & 0 deletions _static/css/custom.css
Original file line number Diff line number Diff line change
Expand Up @@ -681,6 +681,7 @@ footer {
.wy-body-for-nav {
position: relative;
background-color: var(--content-wrap-background-color);
overflow: visible;
}

@media only screen and (min-width: 769px) {
Expand Down
1 change: 1 addition & 0 deletions _tools/codespell-ignore.txt
Original file line number Diff line number Diff line change
Expand Up @@ -5,3 +5,4 @@ que
raison
uint
implementors
thirdparty
1 change: 1 addition & 0 deletions _tools/redirects/redirects.csv
Original file line number Diff line number Diff line change
Expand Up @@ -30,6 +30,7 @@ source,destination
/contributing/development/core_and_modules/introduction_to_godot_development.html,/contributing/development/core_and_modules/index.html
/contributing/doc_and_l10n_guidelines.html,/community/contributing/doc_and_l10n_guidelines.html
/contributing/updating_the_class_reference.html,/community/contributing/updating_the_class_reference.html
/contributing/ways_to_contribute.html,/contributing/how_to_contribute.html
/development/compiling/compiling_for_android.html,/contributing/development/compiling/compiling_for_android.html
/development/compiling/compiling_for_ios.html,/contributing/development/compiling/compiling_for_ios.html
/development/compiling/compiling_for_linuxbsd.html,/contributing/development/compiling/compiling_for_linuxbsd.html
Expand Down
2 changes: 1 addition & 1 deletion about/faq.rst
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@ Frequently asked questions
What can I do with Godot? How much does it cost? What are the license terms?
----------------------------------------------------------------------------

Godot is `Free and open source Software <https://en.wikipedia.org/wiki/Free_and_open source_software>`_
Godot is `Free and open source Software <https://en.wikipedia.org/wiki/Free_and_open_source_software>`_
available under the `OSI-approved <https://opensource.org/licenses/MIT>`_ MIT license. This means it is
free as in "free speech" as well as in "free beer."

Expand Down
3 changes: 1 addition & 2 deletions about/release_policy.rst
Original file line number Diff line number Diff line change
Expand Up @@ -273,5 +273,4 @@ compatibility-breaking changes of this kind.
optional parameter), a GDExtension compatibility method must be created.
This ensures that existing GDExtensions continue to work across patch and
minor releases, so that users don't have to recompile them.
See `pull request #76446 <https://github.com/godotengine/godot/pull/76446>`_
for more information.
See :ref:`doc_handling_compatibility_breakages` for more information.
4 changes: 4 additions & 0 deletions community/asset_library/submitting_to_assetlib.rst
Original file line number Diff line number Diff line change
Expand Up @@ -178,6 +178,10 @@ is required in the submission form here as well.
The **icon** must be square (1:1 aspect ratio). It should have a minimum
resolution of 128×128 pixels.

.. note::

For icons hosted on GitHub, URLs must be provided in the form of `https://raw.githubusercontent.com/<user>/<project>/<branch>/Icon.png`.

* **License**:
The license under which you are distributing the asset. The list
includes a variety of free and open source software licenses, such as GPL
Expand Down
2 changes: 1 addition & 1 deletion community/channels.rst
Original file line number Diff line number Diff line change
Expand Up @@ -40,7 +40,7 @@ Social networks and other sites
- `YouTube <https://www.youtube.com/c/GodotEngineOfficial>`_
- `Steam <https://steamcommunity.com/app/404790>`_
- `itch.io <https://godotengine.itch.io/godot>`_
- `linkin.bio <https://linkin.bio/godot>`_
- `Links <https://links.godotengine.org>`_

Language-based communities
--------------------------
Expand Down
1 change: 0 additions & 1 deletion community/tutorials.rst
Original file line number Diff line number Diff line change
Expand Up @@ -59,4 +59,3 @@ Resources
- `awesome-godot: A curated list of free/libre plugins, scripts and add-ons <https://github.com/godotengine/awesome-godot>`_
- `Godot Asset Library <https://godotengine.org/asset-library/asset>`_
- `Godot Shaders: A community-driven shader library <https://godotshaders.com/>`_
- `Zeef Godot Engine: A curated directory of resources by Andre Schmitz <https://godot-engine.zeef.com/andre.antonio.schmitz>`_
3 changes: 3 additions & 0 deletions conf.py
Original file line number Diff line number Diff line change
Expand Up @@ -315,3 +315,6 @@ def godot_get_image_filename_for_language(filename, env):
image_locale="-" if language == "en" else language,
target_locale="" if language == "en" else "/" + language,
)

# Needed so the table of contents is created for EPUB
epub_tocscope = 'includehidden'
12 changes: 8 additions & 4 deletions contributing/development/compiling/compiling_for_linuxbsd.rst
Original file line number Diff line number Diff line change
Expand Up @@ -345,10 +345,14 @@ and named like this (even for \*BSD which is seen as "Linux/X11" by Godot):

::

linux_x11_32_debug
linux_x11_32_release
linux_x11_64_debug
linux_x11_64_release
linux_debug.arm32
linux_debug.arm64
linux_debug.x86_32
linux_debug.x86_64
linux_release.arm32
linux_release.arm64
linux_release.x86_32
linux_release.x86_64

However, if you are writing your custom modules or custom C++ code, you
might instead want to configure your binaries as custom export templates
Expand Down
18 changes: 11 additions & 7 deletions contributing/development/compiling/compiling_for_windows.rst
Original file line number Diff line number Diff line change
Expand Up @@ -188,7 +188,7 @@ Cross-compiling for Windows from other operating systems
--------------------------------------------------------

If you are a Linux or macOS user, you need to install
`MinGW-w64 <https://mingw-w64.org/doku.php>`__, which typically comes in 32-bit
`MinGW-w64 <https://www.mingw-w64.org/>`__, which typically comes in 32-bit
and 64-bit variants. The package names may differ based on your distribution,
here are some known ones:

Expand Down Expand Up @@ -281,18 +281,22 @@ with the following flags:

If you plan on replacing the standard export templates, copy these to the
following location, replacing ``<version>`` with the version identifier
(such as ``3.1.1.stable`` or ``3.2.dev``):
(such as ``4.2.1.stable`` or ``4.3.dev``):

.. code-block:: none

%USERPROFILE%\AppData\Roaming\Godot\templates\<version>\
%APPDATA%\Godot\export_templates\<version>\

With the following names::

windows_32_debug.exe
windows_32_release.exe
windows_64_debug.exe
windows_64_release.exe
windows_debug_x86_32_console.exe
windows_debug_x86_32.exe
windows_debug_x86_64_console.exe
windows_debug_x86_64.exe
windows_release_x86_32_console.exe
windows_release_x86_32.exe
windows_release_x86_64_console.exe
windows_release_x86_64.exe

However, if you are using custom modules or custom engine code, you
may instead want to configure your binaries as custom export templates
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -24,94 +24,61 @@ described here and cross-compiling the binary.
Requirements
------------

- `XCode with the iOS SDK <https://developer.apple.com/xcode/download>`__
(a dmg image, for newer versions a **xip** file is going to be downloaded.)
- `XCode with the iOS SDK <https://developer.apple.com/download/all/?q=Xcode>`__
(you must be logged into an Apple ID to download Xcode).
- `Clang >= 3.5 <https://clang.llvm.org>`__ for your development
machine installed and in the ``PATH``. It has to be version >= 3.5
to target ``arm64`` architecture.
- `Fuse <https://github.com/libfuse/libfuse>`__ for mounting and unmounting
the dmg image.
- `darling-dmg <https://github.com/darlinghq/darling-dmg>`__, which
needs to be built from source. The procedure for that is explained
below.

- For newer versions you should download `xar <https://mackyle.github.io/xar/>`__
and `pbzx <https://github.com/NiklasRosenstein/pbzx>`__.
- For building darling-dmg, you'll need the development packages of
the following libraries: fuse, icu, openssl, zlib, bzip2.
- For building xar and pbzx you may want to follow
`this guide <https://gist.github.com/phracker/1944ce190e01963c550566b749bd2b54>`__.
- `xar <https://mackyle.github.io/xar/>`__ and `pbzx <https://github.com/NiklasRosenstein/pbzx>`__
(required to extract the ``.xip`` archive Xcode comes in).

- For building xar and pbzx, you may want to follow
`this guide <https://gist.github.com/phracker/1944ce190e01963c550566b749bd2b54>`__.

- `cctools-port <https://github.com/tpoechtrager/cctools-port>`__
for the needed build tools. The procedure for building is quite
peculiar and is described below.

- This also has some extra dependencies: automake, autogen, libtool.
- This also has some extra dependencies: automake, autogen, libtool.

Configuring the environment
---------------------------

darling-dmg
~~~~~~~~~~~

Clone the repository on your machine:

::

$ git clone https://github.com/darlinghq/darling-dmg.git

Build it:

::

$ cd darling-dmg
$ mkdir build
$ cd build
$ cmake .. -DCMAKE_BUILD_TYPE=Release
$ make -j 4 # The number is the amount of cores your processor has, for faster build
$ cd ../..

Preparing the SDK
~~~~~~~~~~~~~~~~~

Mount the XCode image:
Extract the Xcode ``.xip`` file you downloaded from Apple's developer website:

::

$ mkdir xcode
$ ./darling-dmg/build/darling-dmg /path/to/Xcode_7.1.1.dmg xcode
[...]
Everything looks OK, disk mounted


For newer versions you should extract the **xip** file:

::
mkdir xcode
xar -xf /path/to/Xcode_X.x.xip -C xcode
pbzx -n Content | cpio -i

$ mkdir xcode
$ xar -xf /path/to/Xcode_X.x.xip -C xcode
$ pbzx -n Content | cpio -i
[...]
######### Blocks

Note that for the commands below, you may need to replace the version (`X.x`) with whatever iOS SDK version you're using.
Note that for the commands below, you will need to replace the version (``x.x``)
with whatever iOS SDK version you're using. If you don't know your iPhone SDK
version, you can see the JSON file inside of
``Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs``.

Extract the iOS SDK:

::

$ # If you don't know your iPhone SDK version you can see the json file inside of Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs
$ mkdir -p iPhoneSDK/iPhoneOSX.x.sdk
$ cp -r xcode/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/* iPhoneSDK/iPhoneOSX.x.sdk
$ cp -r xcode/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/include/c++/* iPhoneSDK/iPhoneOSX.x.sdk/usr/include/c++
$ fusermount -u xcode # unmount the image
export IOS_SDK_VERSION="x.x"
mkdir -p iPhoneSDK/iPhoneOS${IOS_SDK_VERSION}.sdk
cp -r xcode/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/* iPhoneSDK/iPhoneOS${IOS_SDK_VERSION}.sdk
cp -r xcode/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/include/c++/* iPhoneSDK/iPhoneOS${IOS_SDK_VERSION}.sdk/usr/include/c++
fusermount -u xcode

Pack the SDK:
Pack the SDK so that cctools can use it:

::

$ cd iPhoneSDK
$ tar -cf - * | xz -9 -c - > iPhoneOSX.x.sdk.tar.xz
cd iPhoneSDK
tar -cf - * | xz -9 -c - > iPhoneOS${IOS_SDK_VERSION}.sdk.tar.xz

Toolchain
~~~~~~~~~
Expand All @@ -120,9 +87,9 @@ Build cctools:

::

$ git clone https://github.com/tpoechtrager/cctools-port.git
$ cd cctools-port/usage_examples/ios_toolchain
$ ./build.sh /path/iPhoneOSX.x.sdk.tar.xz arm64
git clone https://github.com/tpoechtrager/cctools-port.git
cd cctools-port/usage_examples/ios_toolchain
./build.sh /path/iPhoneOS${IOS_SDK_VERSION}.sdk.tar.xz arm64

Copy the tools to a nicer place. Note that the SCons scripts for
building will look under ``usr/bin`` inside the directory you provide
Expand All @@ -131,11 +98,11 @@ to the following commands:

::

$ mkdir -p /home/user/iostoolchain/usr
$ cp -r target/bin /home/user/iostoolchain/usr/
mkdir -p "$HOME/iostoolchain/usr"
cp -r target/bin "$HOME/iostoolchain/usr/"

Now you should have the iOS toolchain binaries in
``/home/user/iostoolchain/usr/bin``.
``$HOME/iostoolchain/usr/bin``.

Compiling Godot for iPhone
--------------------------
Expand All @@ -150,11 +117,11 @@ environment variable defined to anything.

::

$ export OSXCROSS_IOS=anything
export OSXCROSS_IOS="anything"

Now you can compile for iPhone using SCons like the standard Godot
way, with some additional arguments to provide the correct paths:

::

$ scons -j 4 platform=ios arch=arm64 target=template_release IOS_SDK_PATH="/path/to/iPhoneSDK" IOS_TOOLCHAIN_PATH="/path/to/iostoolchain" ios_triple="arm-apple-darwin11-"
scons platform=ios arch=arm64 target=template_release IOS_SDK_PATH="/path/to/iPhoneSDK" IOS_TOOLCHAIN_PATH="/path/to/iostoolchain" ios_triple="arm-apple-darwin11-"
Original file line number Diff line number Diff line change
Expand Up @@ -12,16 +12,16 @@ that compiling Godot from source can be as simple as running::

scons

This produces an *export template* for your current platform, operating system, and architecture.
An export template is a build of the engine that is used for running exported projects. To build
the *editor* instead you can run the following command::
This produces an editor build for your current platform, operating system, and architecture.
You can change what gets built by specifying a target, a platform, and/or an architecture.
For example, to build an export template used for running exported games, you can run::

scons target=editor
scons target=template_release

If you plan to debug or develop the engine, then you might want to add another option to the command::
If you plan to debug or develop the engine, then you might want to enable the ``dev_build``
option to enable dev-only debugging code::

scons dev_build=yes
scons target=editor dev_build=yes

Following sections in the article will explain these and other universal options in more detail. But
before you can compile Godot, you need to install a few prerequisites. Please refer to the platform
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android_debug.apk
android_release.apk
web_debug.zip
web_release.zip
linux_server_32
linux_server_64
linux_x11_32_debug
linux_x11_32_release
linux_x11_64_debug
linux_x11_64_release
android_source.zip
ios.zip
linux_debug.arm32
linux_debug.arm64
linux_debug.x86_32
linux_debug.x86_64
linux_release.arm32
linux_release.arm64
linux_release.x86_32
linux_release.x86_64
macos.zip
version.txt
windows_32_debug.exe
windows_32_release.exe
windows_64_debug.exe
windows_64_release.exe
web_debug.zip
web_dlink_debug.zip
web_dlink_nothreads_debug.zip
web_dlink_nothreads_release.zip
web_dlink_release.zip
web_nothreads_debug.zip
web_nothreads_release.zip
web_release.zip
windows_debug_x86_32_console.exe
windows_debug_x86_32.exe
windows_debug_x86_64_console.exe
windows_debug_x86_64.exe
windows_release_x86_32_console.exe
windows_release_x86_32.exe
windows_release_x86_64_console.exe
windows_release_x86_64.exe

To create those yourself, follow the instructions detailed for each
platform in this same tutorial section. Each platform explains how to
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