Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Add dev_build and dev_mode flags to SCons compilation instructions for desktop editor pages #10019

Merged
merged 1 commit into from
Nov 20, 2024

Conversation

jonathansekela
Copy link
Contributor

@jonathansekela jonathansekela commented Sep 29, 2024

Closes #10018. Bugsquad edit: link to the issue so it auto-closes

Add instructions to compile SCons with dev_build=yes and dev_mode=yes flags to desktop documentation pages.

@AThousandShips AThousandShips added area:contributing Issues and PRs related to the Contributing/Development section of the documentation topic:buildsystem cherrypick:4.2 cherrypick:4.3 labels Sep 29, 2024
@jonathansekela
Copy link
Contributor Author

For @bruvzg 's mention on The dev_build parameter being the specific one making sure the debug symbols are included and dev_mode doing something slightly different, I'm assuming I should modify the documentation to reflect what each parameter does specifically?

@jonathansekela
Copy link
Contributor Author

Alternatively, I could just put a link to the Introduction page's development and production aliases headline: https://docs.godotengine.org/en/stable/contributing/development/compiling/introduction_to_the_buildsystem.html#development-and-production-aliases

This entire PR stems from the idea that many first-time contributors skip the Introduction documentation and go directly to their personal platform's installation instructions. Any ideas on the best way to give them the information they need as unobtrusively as possible?

@bruvzg
Copy link
Member

bruvzg commented Sep 29, 2024

Alternatively, I could just put a link to the Introduction page's development and production aliases headline

This probably is a better option, and will avoid unnecessary duplication of the same info on multiple pages. use breakpoints while developing feels too broad and does not mention any negative effects. Most users probably do not want to use it, since disabling optimizations make the engine a lot slower.

@tetrapod00
Copy link
Contributor

tetrapod00 commented Sep 29, 2024

What about another tip or note box, just before or after the one about the one about production=yes?

Tip
If you are compiling Godot to make changes or contribute to the engine, you may want to use the SCons options dev_build=yes or dev_mode=yes. See https://docs.godotengine.org/en/stable/contributing/development/compiling/introduction_to_the_buildsystem.html#development-and-production-aliases for more info.

(The section for dev_build is immediately after the linked section, so just the one link should suffice.)

Copy link
Contributor

@tetrapod00 tetrapod00 left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I suggested the current wording for the tip boxes, so I approve this addition. I think it's a net improvement to the pages. It does need one more change to use internal link syntax.

In the future we should probably do something to address the accumulation of tip and note boxes in these pages, but since they are out-of-the-way contributing pages, it seems fine.

Oh, and ideally you'll squash all your commits into a single commit. We have a short tutorial on that here if you're unfamiliar.

@tetrapod00
Copy link
Contributor

tetrapod00 commented Nov 19, 2024

@jonathansekela Not sure if you're still working on changes, but you still need to add an anchor to the section heading that is being linked to. (The internal link syntax doesn't automatically generate one, we have to add them manually whenever we link from other pages)

Ah, and this definitely does need a rebase now. You can use that linked tutorial on squashing

@jonathansekela
Copy link
Contributor Author

dear god everyone saw that too

I'm so sorry, that was an abysmal showing on my part. I'm not quite sure what went wrong, but something definitely went wrong when I tried to rebase. I promise I tried to follow the instructions, but obviously not very well. I finally managed to get my fork of godot-docs squashed down to one commit. I'll continue by adding the anchor to the section heading.

@tetrapod00
Copy link
Contributor

It's okay, it's not very straightforward the first time you do it. I've messed up my share of rebases too.

Looks like you got to a single squashed commit. FYI now that you have a single commit (and in future PRs), you can use an amend workflow as an alternative to multiple commits and squashing.

@jonathansekela
Copy link
Contributor Author

Alright, my fork should be ship-shape and ready for review now. I figured out why my amend didn't work as well - I was syncing, not force-pushing. Please let me know if you see anything else that might be a problem.

Copy link
Contributor

@tetrapod00 tetrapod00 left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I'm going to give other maintainers a chance to look this over before merging, but this looks good to me 👍

@mhilbrunner mhilbrunner merged commit 5f3666b into godotengine:master Nov 20, 2024
1 check passed
@mhilbrunner
Copy link
Member

Merged. Thanks and congrats on your first merged contribution!

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
area:contributing Issues and PRs related to the Contributing/Development section of the documentation cherrypick:4.2 cherrypick:4.3 topic:buildsystem
Projects
None yet
Development

Successfully merging this pull request may close these issues.

Compiling for Windows SCons Documentation Doesn't Mention dev_build and dev_mode Flags
5 participants