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Fix Windows build command highlighting.

bruvzg 1 year ago
parent
commit
58b9d83390

+ 16 - 6
contributing/development/compiling/compiling_for_windows.rst

@@ -132,7 +132,9 @@ Running SCons
 ~~~~~~~~~~~~~
 ~~~~~~~~~~~~~
 
 
 After opening a command prompt, change to the root directory of
 After opening a command prompt, change to the root directory of
-the engine source code (using ``cd``) and type::
+the engine source code (using ``cd``) and type:
+
+.. code-block:: doscon
 
 
     C:\godot> scons platform=windows
     C:\godot> scons platform=windows
 
 
@@ -215,11 +217,15 @@ Optionally, you can compile with the following for additional features:
           developer mode in Windows; otherwise it won't be used.
           developer mode in Windows; otherwise it won't be used.
 
 
 When building Godot, you will need to tell SCons to use Direct3D 12 and where to
 When building Godot, you will need to tell SCons to use Direct3D 12 and where to
-look for the additional libraries::
-    
+look for the additional libraries:
+
+.. code-block:: doscon
+
     C:\godot> scons platform=windows d3d12=yes dxc_path=<...> mesa_libs=<...> 
     C:\godot> scons platform=windows d3d12=yes dxc_path=<...> mesa_libs=<...> 
     
     
-Or, with all options enabled::
+Or, with all options enabled:
+
+.. code-block:: doscon
 
 
     C:\godot> scons platform=windows d3d12=yes dxc_path=<...> mesa_libs=<...> agility_sdk_path=<...> pix_path=<...>
     C:\godot> scons platform=windows d3d12=yes dxc_path=<...> mesa_libs=<...> agility_sdk_path=<...> pix_path=<...>
 
 
@@ -382,7 +388,9 @@ Creating Windows export templates
 ---------------------------------
 ---------------------------------
 
 
 Windows export templates are created by compiling Godot without the editor,
 Windows export templates are created by compiling Godot without the editor,
-with the following flags::
+with the following flags:
+
+.. code-block:: doscon
 
 
     C:\godot> scons platform=windows target=template_debug arch=x86_32
     C:\godot> scons platform=windows target=template_debug arch=x86_32
     C:\godot> scons platform=windows target=template_release arch=x86_32
     C:\godot> scons platform=windows target=template_release arch=x86_32
@@ -391,7 +399,9 @@ with the following flags::
 
 
 If you plan on replacing the standard export templates, copy these to the
 If you plan on replacing the standard export templates, copy these to the
 following location, replacing ``<version>`` with the version identifier
 following location, replacing ``<version>`` with the version identifier
-(such as ``3.1.1.stable`` or ``3.2.dev``)::
+(such as ``3.1.1.stable`` or ``3.2.dev``):
+
+.. code-block:: none
 
 
     %USERPROFILE%\AppData\Roaming\Godot\templates\<version>\
     %USERPROFILE%\AppData\Roaming\Godot\templates\<version>\
 
 

+ 4 - 2
contributing/development/compiling/introduction_to_the_buildsystem.rst

@@ -93,7 +93,9 @@ generally with this naming convention::
 
 
     godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]
     godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]
 
 
-For the previous build attempt, the result would look like this::
+For the previous build attempt, the result would look like this:
+
+.. code-block:: console
 
 
     ls bin
     ls bin
     bin/godot.linuxbsd.editor.x86_64
     bin/godot.linuxbsd.editor.x86_64
@@ -103,7 +105,7 @@ whole editor compiled in, and is meant for 64 bits.
 
 
 A Windows binary with the same configuration will look like this:
 A Windows binary with the same configuration will look like this:
 
 
-.. code-block:: console
+.. code-block:: doscon
 
 
     C:\godot> dir bin/
     C:\godot> dir bin/
     godot.windows.editor.64.exe
     godot.windows.editor.64.exe