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Merge pull request #10019 from jonathansekela/master

Add dev_build and dev_mode flags to SCons compilation instructions for desktop editor pages
Max Hilbrunner 8 months ago
parent
commit
5f3666be27

+ 6 - 0
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 <https://docs.godotengine.org/en/3.6/development/compiling/compiling_for_x11.html>`__.
 
+.. 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

+ 6 - 0
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

+ 6 - 0
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

+ 2 - 0
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=<platform> target=editor/template_debug/template_release
 
+.. _doc_introduction_to_the_buildsystem_development_and_production_aliases:
+
 Development and production aliases
 ----------------------------------