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Harmonize Bash command syntax for easier line selection and copy-pasting #9956

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18 changes: 9 additions & 9 deletions contributing/development/compiling/compiling_for_ios.rst
Original file line number Diff line number Diff line change
Expand Up @@ -53,13 +53,13 @@ Open a Terminal, go to the root dir of the engine source code and type:

::

$ scons p=ios target=template_debug
scons platform=ios target=template_debug

for a debug build, or:

::

$ scons p=ios target=template_release
scons platform=ios target=template_release

for a release build (check ``platform/ios/detect.py`` for the compiler
flags used for each configuration).
Expand All @@ -68,8 +68,8 @@ Alternatively, you can run

::

$ scons p=ios target=template_debug ios_simulator=yes arch=x86_64
$ scons p=ios target=template_debug ios_simulator=yes arch=arm64
scons platform=ios target=template_debug ios_simulator=yes arch=x86_64
scons platform=ios target=template_debug ios_simulator=yes arch=arm64

for a Simulator libraries.

Expand All @@ -79,13 +79,13 @@ should be placed in ``libgodot.ios.debug.xcframework`` and ``libgodot.ios.releas

::

$ cp -r misc/dist/ios_xcode .
cp -r misc/dist/ios_xcode .

$ cp libgodot.ios.template_debug.arm64.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a
$ lipo -create libgodot.ios.template_debug.arm64.simulator.a libgodot.ios.template_debug.x86_64.simulator.a -output ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp libgodot.ios.template_debug.arm64.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a
lipo -create libgodot.ios.template_debug.arm64.simulator.a libgodot.ios.template_debug.x86_64.simulator.a -output ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a

$ cp libgodot.ios.template_release.arm64.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
$ lipo -create libgodot.ios.template_release.arm64.simulator.a libgodot.ios.template_release.x86_64.simulator.a -output ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp libgodot.ios.template_release.arm64.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
lipo -create libgodot.ios.template_release.arm64.simulator.a libgodot.ios.template_release.x86_64.simulator.a -output ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a

The MoltenVK static ``.xcframework`` folder must also be placed in the ``ios_xcode``
folder once it has been created.
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -314,7 +314,7 @@ codebase. To edit projects with Visual Studio they need to be set up as a soluti
You can create a Visual Studio solution via SCons by running SCons with
the ``vsproj=yes`` parameter, like this::

scons p=windows vsproj=yes
scons platform=windows vsproj=yes

You will be able to open Godot's source in a Visual Studio solution now,
and able to build Godot using Visual Studio's **Build** button.
Expand Down
16 changes: 8 additions & 8 deletions contributing/development/compiling/compiling_with_dotnet.rst
Original file line number Diff line number Diff line change
Expand Up @@ -46,7 +46,7 @@ the desired targets without having to repeat this process.
``<godot_binary>`` refers to the editor binary you compiled with the .NET module
enabled. Its exact name will differ based on your system and configuration, but
should be of the form ``bin/godot.<platform>.editor.<arch>.mono``, e.g.
``bin/godot.linuxbsd.editor.x86_64.mono`` or
``bin/godot.linuxbsd.editor.x86_64.mono`` or
``bin/godot.windows.editor.x86_32.mono.exe``. Be especially aware of the
**.mono** suffix! If you've previously compiled Godot without .NET support, you
might have similarly named binaries without this suffix. These binaries can't be
Expand Down Expand Up @@ -159,11 +159,11 @@ Example (Windows)
::

# Build editor binary
scons p=windows target=editor module_mono_enabled=yes
scons platform=windows target=editor module_mono_enabled=yes
# Build export templates
scons p=windows target=template_debug module_mono_enabled=yes
scons p=windows target=template_release module_mono_enabled=yes
scons platform=windows target=template_debug module_mono_enabled=yes
scons platform=windows target=template_release module_mono_enabled=yes

# Generate glue sources
bin/godot.windows.editor.x86_64.mono --headless --generate-mono-glue modules/mono/glue
# Build .NET assemblies
Expand All @@ -176,10 +176,10 @@ Example (Linux, \*BSD)
::

# Build editor binary
scons p=linuxbsd target=editor module_mono_enabled=yes
scons platform=linuxbsd target=editor module_mono_enabled=yes
# Build export templates
scons p=linuxbsd target=template_debug module_mono_enabled=yes
scons p=linuxbsd target=template_release module_mono_enabled=yes
scons platform=linuxbsd target=template_debug module_mono_enabled=yes
scons platform=linuxbsd target=template_release module_mono_enabled=yes

# Generate glue sources
bin/godot.linuxbsd.editor.x86_64.mono --headless --generate-mono-glue modules/mono/glue
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -547,7 +547,7 @@ main ``doc/classes`` directory.
You can use Git to check if you have missed some of your classes by checking the
untracked files with ``git status``. For example::

user@host:~/godot$ git status
git status

Example output::

Expand All @@ -573,7 +573,7 @@ Run command:

::

user@host:~/godot$ ./bin/<godot_binary> --doctool .
bin/<godot_binary> --doctool .

Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will see
that it contains a ``Summator.xml`` file, or any other classes, that you referenced
Expand Down
6 changes: 3 additions & 3 deletions contributing/development/debugging/index.rst
Original file line number Diff line number Diff line change
Expand Up @@ -28,16 +28,16 @@ For example, using ``gdb`` directly, you may do this:

.. code-block:: none
$ gdb godot
gdb godot
> run -e --path ~/myproject
You can also run the editor directly from your project's folder. In that case,
only the ``-e`` option is required.

.. code-block:: none
$ cd ~/myproject
$ gdb godot
cd ~/myproject
gdb godot
> run -e
You can learn more about these launch options and other command line arguments
Expand Down
14 changes: 7 additions & 7 deletions contributing/workflow/bisecting_regressions.rst
Original file line number Diff line number Diff line change
Expand Up @@ -131,7 +131,7 @@ Example usage:

.. code-block:: shell

$ gd_snapshot_commit 4.0 beta4
gd_snapshot_commit 4.0 beta4

To refer to the latest state of the master branch, you can use ``master``
instead of a commit hash. Note that unlike tagged releases or snapshot commit
Expand All @@ -148,15 +148,15 @@ folder and enter the following command:

# <good commit hash> is hash of the build that works as expected.
# <bad commit hash> is hash of the build exhibiting the bug.
$ git bisect start
$ git bisect good <good commit hash>
$ git bisect bad <bad commit hash>
git bisect start
git bisect good <good commit hash>
git bisect bad <bad commit hash>

Compile Godot. This assumes you've set up a build environment:

.. code-block:: shell

$ scons
scons

Run the engine
^^^^^^^^^^^^^^
Expand All @@ -173,13 +173,13 @@ If the build **still** exhibits the bug, run the following command:

.. code-block:: shell

$ git bisect bad
git bisect bad

If the build **does not** exhibit the bug, run the following command:

.. code-block:: shell

$ git bisect good
git bisect good

After entering one of the commands above, Git will switch to a different commit.
You should now build Godot again, try to reproduce the bug, then enter ``git
Expand Down
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