From 9057f15806c12c59d779e691231615eb74eed0ad Mon Sep 17 00:00:00 2001 From: Jonathan Sekela Date: Sat, 28 Sep 2024 23:31:43 -0400 Subject: [PATCH] Add dev_build and dev_mode flags to scons compilation instructions for desktop editor pages --- .../development/compiling/compiling_for_linuxbsd.rst | 6 ++++++ contributing/development/compiling/compiling_for_macos.rst | 6 ++++++ .../development/compiling/compiling_for_windows.rst | 6 ++++++ .../compiling/introduction_to_the_buildsystem.rst | 2 ++ 4 files changed, 20 insertions(+) diff --git a/contributing/development/compiling/compiling_for_linuxbsd.rst b/contributing/development/compiling/compiling_for_linuxbsd.rst index 5a71472ada4..07a567b9039 100644 --- a/contributing/development/compiling/compiling_for_linuxbsd.rst +++ b/contributing/development/compiling/compiling_for_linuxbsd.rst @@ -270,6 +270,12 @@ Start a terminal, go to the root dir of the engine source code and type: ``linuxbsd``. If you are looking to compile Godot 3.x, make sure to use the `3.x branch of this documentation `__. +.. 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 :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases` + for more info. + If all goes well, the resulting binary executable will be placed in the "bin" subdirectory. This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the Project diff --git a/contributing/development/compiling/compiling_for_macos.rst b/contributing/development/compiling/compiling_for_macos.rst index b8cf889e3fc..77563aa72b2 100644 --- a/contributing/development/compiling/compiling_for_macos.rst +++ b/contributing/development/compiling/compiling_for_macos.rst @@ -59,6 +59,12 @@ To support both architectures in a single "Universal 2" binary, run the above tw lipo -create bin/godot.macos.editor.x86_64 bin/godot.macos.editor.arm64 -output bin/godot.macos.editor.universal +.. 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 :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases` + for more info. + If all goes well, the resulting binary executable will be placed in the ``bin/`` subdirectory. This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the Project diff --git a/contributing/development/compiling/compiling_for_windows.rst b/contributing/development/compiling/compiling_for_windows.rst index 93f355fa5d6..982d300cccc 100644 --- a/contributing/development/compiling/compiling_for_windows.rst +++ b/contributing/development/compiling/compiling_for_windows.rst @@ -146,6 +146,12 @@ the engine source code (using ``cd``) and type: .. note:: When compiling with multiple CPU threads, SCons may warn about pywin32 being missing. You can safely ignore this warning. +.. 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 :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases` + for more info. + If all goes well, the resulting binary executable will be placed in ``C:\godot\bin\`` with the name ``godot.windows.editor.x86_32.exe`` or ``godot.windows.editor.x86_64.exe``. By default, SCons will build a binary matching diff --git a/contributing/development/compiling/introduction_to_the_buildsystem.rst b/contributing/development/compiling/introduction_to_the_buildsystem.rst index fe229fbd960..df09ed4553f 100644 --- a/contributing/development/compiling/introduction_to_the_buildsystem.rst +++ b/contributing/development/compiling/introduction_to_the_buildsystem.rst @@ -139,6 +139,8 @@ run projects but does not include the editor or the Project Manager. scons platform= target=editor/template_debug/template_release +.. _doc_introduction_to_the_buildsystem_development_and_production_aliases: + Development and production aliases ----------------------------------