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Merge pull request #1863 from LittleWhite-tb/kdevelop-configuration-fixes

Fixes and improvement to the KDevelop documentation
Max Hilbrunner 6 years ago
parent
commit
143305b108
1 changed files with 12 additions and 13 deletions
  1. 12 13
      development/cpp/configuring_an_ide.rst

+ 12 - 13
development/cpp/configuring_an_ide.rst

@@ -96,23 +96,21 @@ clicking the "Apply Filter" button. A simple click on "Ok" and you're ready to c
 
 
 .. _doc_configuring_an_ide_kdevelop:
 .. _doc_configuring_an_ide_kdevelop:
 
 
-Kdevelop
+KDevelop
 --------
 --------
 
 
-`Kdevelop <https://www.kdevelop.org>`_ is a free, open source IDE for all desktop platforms.
+`KDevelop <https://www.kdevelop.org>`_ is a free, open source IDE for all desktop platforms.
 
 
 You can find a video tutorial `here <https://www.youtube.com/watch?v=yNVoWQi9TJA>`_.
 You can find a video tutorial `here <https://www.youtube.com/watch?v=yNVoWQi9TJA>`_.
 Or you may follow this text version tutorial.
 Or you may follow this text version tutorial.
 
 
-Start by opening Kdevelop and choosing "open project".
+Start by opening KDevelop and choosing "open project".
 
 
 .. image:: img/kdevelop_newproject.png
 .. image:: img/kdevelop_newproject.png
 
 
 Choose the directory where you cloned Godot.
 Choose the directory where you cloned Godot.
 
 
-.. image:: img/kdevelop_openproject.png
-
-For the build system, choose "custom build system".
+On the next screen, choose "Custom Build System" for the *Project manager*.
 
 
 .. image:: img/kdevelop_custombuild.png
 .. image:: img/kdevelop_custombuild.png
 
 
@@ -128,25 +126,26 @@ Add the following includes/imports:
     core/
     core/
     core/os/
     core/os/
     core/math/
     core/math/
-    tools/
     drivers/
     drivers/
     platform/x11/  // make that platform/osx/ if you're using macOS
     platform/x11/  // make that platform/osx/ if you're using macOS
 
 
 .. image:: img/kdevelop_addincludes.png
 .. image:: img/kdevelop_addincludes.png
 
 
-Apply the changes then switch to the "Custom Buildsystem" tab.
-Leave the build directory blank. Enable build tools and add ``scons``
-as the executable and add ``platform=x11 target=debug`` (``platform=osx``
-if you're on macOS).
+Apply the changes.
+
+Switch to the "Custom Build System" tab. Add a build configuration 
+and keep the build directory blank. Enable build tools and add ``scons``
+as the executable then add ``platform=x11 target=debug`` (``platform=osx``
+if you're on macOS) as the arguments.
 
 
 .. image:: img/kdevelop_buildconfig.png
 .. image:: img/kdevelop_buildconfig.png
 
 
 Next we need to tell KDevelop where to find the binary.
 Next we need to tell KDevelop where to find the binary.
-From the "run" menu, choose "Configure Launches".
+From the "Run" menu, choose "Configure Launches".
 
 
 .. image:: img/kdevelop_configlaunches.png
 .. image:: img/kdevelop_configlaunches.png
 
 
-Click "Add new" if no launcher exists. Then add the path to your
+Click "Add" if no launcher exists. Then add the path to your
 executable in the executable section. Your executable should be located
 executable in the executable section. Your executable should be located
 in the ``bin/`` sub-directory and should be named something like
 in the ``bin/`` sub-directory and should be named something like
 ``godot.x11.tools.64`` (the name could be different depending on your
 ``godot.x11.tools.64`` (the name could be different depending on your