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@@ -64,14 +64,14 @@ Build configuration:
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- Type ``scons`` in the *Command* field. If it fails with 'Could not start process "scons"',
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it can mean that ``scons`` is not in your ``PATH`` environment variable, so you may have to
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use the full path to the SCons binary.
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-- Fill the *Arguments* field with your compilation options. (e.g.: ``p=x11 target=debug -j 4``)
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+- Fill the *Arguments* field with your compilation options. (e.g.: ``p=linuxbsd target=debug -j 4``)
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.. image:: img/qtcreator-set-scons-command.png
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Run configuration:
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- Open the *Run* tab.
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-- Point the *Executable* to your compiled Godot binary (e.g: ``%{buildDir}/bin/godot.x11.opt.tools.64``)
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+- Point the *Executable* to your compiled Godot binary (e.g: ``%{buildDir}/bin/godot.linuxbsd.opt.tools.64``)
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- If you want to run a specific game or project, point *Working directory* to the game directory.
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- If you want to run the editor, add ``-e`` to the *Command line arguments* field.
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@@ -146,7 +146,7 @@ Add the following includes/imports:
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core/os/
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core/math/
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drivers/
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- platform/x11/ // make that platform/osx/ if you're using macOS
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+ platform/linuxbsd/ // make that platform/osx/ if you're using macOS
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.. image:: img/kdevelop_addincludes.png
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@@ -154,7 +154,7 @@ Apply the changes.
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Switch to the "Custom Build System" tab. Add a build configuration
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and keep the build directory blank. Enable build tools and add ``scons``
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-as the executable then add ``platform=x11 target=debug`` (``platform=osx``
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+as the executable then add ``platform=linuxbsd target=debug`` (``platform=osx``
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if you're on macOS) as the arguments.
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.. image:: img/kdevelop_buildconfig.png
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@@ -167,7 +167,7 @@ From the "Run" menu, choose "Configure Launches".
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Click "Add" if no launcher exists. Then add the path to your
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executable in the executable section. Your executable should be located
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in the ``bin/`` sub-directory and should be named something like
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-``godot.x11.tools.64`` (the name could be different depending on your
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+``godot.linuxbsd.tools.64`` (the name could be different depending on your
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platform and depending on your build options).
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.. image:: img/kdevelop_configlaunches2.png
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@@ -285,7 +285,7 @@ To create them:
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.. image:: img/vscode_2_launch.json.png
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-(Note that *godot.x11.tools.64* in "program" value might be named differently on macOS or Windows)
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+(Note that *godot.linuxbsd.tools.64* in "program" value might be named differently on macOS or Windows)
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- Create *tasks.json* by starting the Debug process with :kbd:`F5`. VS Code will show a dialog with a *Configure Task* button. Tap it and select *Create tasks.json file from template*, then select *Others*
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@@ -293,11 +293,12 @@ To create them:
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.. image:: img/vscode_3_tasks.json.png
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-(Note that *platform=x11* will be different for macOX and Windows)
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+(Note that *platform=linuxbsd* will be different for macOX and Windows)
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- You can now start the Debug process again to test that everything works.
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-- If the build phase fails, check the console for hints. On Linux it's most likely that some dependencies are missing. Check :ref:`Compiling for X11 (Linux, \*BSD) <doc_compiling_for_x11>`
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+- If the build phase fails, check the console for hints. On Linux, it's most
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+ likely due to missing dependencies. Check :ref:`doc_compiling_for_linuxbsd`.
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.. _doc_configuring_an_ide_android_studio:
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