|
|
@@ -50,21 +50,25 @@ Here is an example of what that can look like:
|
|
|
|
|
|
.. code-block:: none
|
|
|
|
|
|
+ ; A comment line starts with a semicolon. This line is ignored by the engine.
|
|
|
[libraries]
|
|
|
|
|
|
- macos.debug = "res://bin/libgdexample.macos.template_debug.framework"
|
|
|
- macos.release = "res://bin/libgdexample.macos.template_release.framework"
|
|
|
- windows.debug.x86_32 = "res://bin/libgdexample.windows.template_debug.x86_32.dll"
|
|
|
- windows.release.x86_32 = "res://bin/libgdexample.windows.template_release.x86_32.dll"
|
|
|
- windows.debug.x86_64 = "res://bin/libgdexample.windows.template_debug.x86_64.dll"
|
|
|
- windows.release.x86_64 = "res://bin/libgdexample.windows.template_release.x86_64.dll"
|
|
|
- linux.debug.x86_64 = "res://bin/libgdexample.linux.template_debug.x86_64.so"
|
|
|
- linux.release.x86_64 = "res://bin/libgdexample.linux.template_release.x86_64.so"
|
|
|
- linux.debug.arm64 = "res://bin/libgdexample.linux.template_debug.arm64.so"
|
|
|
- linux.release.arm64 = "res://bin/libgdexample.linux.template_release.arm64.so"
|
|
|
- linux.debug.rv64 = "res://bin/libgdexample.linux.template_debug.rv64.so"
|
|
|
- linux.release.rv64 = "res://bin/libgdexample.linux.template_release.rv64.so"
|
|
|
-
|
|
|
+ macos.debug = "./bin/libgdexample.macos.template_debug.dylib" ; Inline comments are also allowed.
|
|
|
+ macos.release = "./bin/libgdexample.macos.template_release.dylib"
|
|
|
+ windows.debug.x86_32 = "./bin/libgdexample.windows.template_debug.x86_32.dll"
|
|
|
+ windows.release.x86_32 = "./bin/libgdexample.windows.template_release.x86_32.dll"
|
|
|
+ windows.debug.x86_64 = "./bin/libgdexample.windows.template_debug.x86_64.dll"
|
|
|
+ windows.release.x86_64 = "./bin/libgdexample.windows.template_release.x86_64.dll"
|
|
|
+ linux.debug.x86_64 = "./bin/libgdexample.linux.template_debug.x86_64.so"
|
|
|
+ linux.release.x86_64 = "./bin/libgdexample.linux.template_release.x86_64.so"
|
|
|
+ linux.debug.arm64 = "./bin/libgdexample.linux.template_debug.arm64.so"
|
|
|
+ linux.release.arm64 = "./bin/libgdexample.linux.template_release.arm64.so"
|
|
|
+ linux.debug.rv64 = "./bin/libgdexample.linux.template_debug.rv64.so"
|
|
|
+ linux.release.rv64 = "./bin/libgdexample.linux.template_release.rv64.so"
|
|
|
+
|
|
|
+Paths can be relative or absolute (starting with ``res://``). Relative paths are recommended,
|
|
|
+as they allow the extension to keep working if it's installed to a different folder than what's
|
|
|
+specified in the path.
|
|
|
|
|
|
Entries are matched in order, so if two sets of feature tags could match
|
|
|
the same system, be sure to put the more specific ones first:
|
|
|
@@ -73,8 +77,8 @@ the same system, be sure to put the more specific ones first:
|
|
|
|
|
|
[libraries]
|
|
|
|
|
|
- linux.release.editor.x86_64 = "res://bin/libgdexample.linux.template_release.x86_64.so"
|
|
|
- linux.release.x86_64 = "res://bin/libgdexample.linux.noeditor.template_release.x86_64.so"
|
|
|
+ linux.release.editor.x86_64 = "./bin/libgdexample.linux.template_release.x86_64.so"
|
|
|
+ linux.release.x86_64 = "./bin/libgdexample.linux.noeditor.template_release.x86_64.so"
|
|
|
|
|
|
Here are lists of some of the available built-in options (for more look at the :ref:`feature tags <doc_feature_tags>`):
|
|
|
|
|
|
@@ -107,9 +111,9 @@ Build
|
|
|
+-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
| Flag | Description |
|
|
|
+===============================+======================================================================================================+
|
|
|
-| **debug** | Build with debug symbols |
|
|
|
+| **debug** | Build with debugging features (editor builds always have debugging features) |
|
|
|
+-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
-| **release** | Optimized build without debug symbols |
|
|
|
+| **release** | Optimized build without debugging features |
|
|
|
+-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
| **editor** | Editor build |
|
|
|
+-------------------------------+------------------------------------------------------------------------------------------------------+
|
|
|
@@ -138,8 +142,8 @@ Architecture
|
|
|
Icons section
|
|
|
-------------
|
|
|
|
|
|
-By default, Godot uses the Node icon in the scene dock for GDExtension nodes. A custom icon can be
|
|
|
-set by reference to its name and resource path of an SVG file.
|
|
|
+By default, Godot uses the Node icon in the scene dock for GDExtension nodes.
|
|
|
+A custom icon can be set by reference to its name and resource path of an SVG file.
|
|
|
|
|
|
For example:
|
|
|
|
|
|
@@ -149,20 +153,28 @@ For example:
|
|
|
|
|
|
GDExample = "res://icons/gd_example.svg"
|
|
|
|
|
|
-The path should point to a 16 by 16 pixel SVG image. Read the guide for :ref:`creating icons <doc_editor_icons>`
|
|
|
+The path should point to a 16×16 pixel SVG image, with two options enabled on the
|
|
|
+image in the Import dock:
|
|
|
+
|
|
|
+- **Editor > Scale with Editor Scale**.
|
|
|
+- **Editor > Convert Colors with Editor Theme**.
|
|
|
+
|
|
|
+Enabling both options ensures the icon behaves as closely as possible to
|
|
|
+the stock editor icons. Read the guide for :ref:`creating icons <doc_editor_icons>`
|
|
|
for more information.
|
|
|
|
|
|
Dependencies section
|
|
|
--------------------
|
|
|
|
|
|
-In this section you set the paths of the GDExtension dependencies. This is used internally to export the dependencies
|
|
|
+In this section, you set the paths of the GDExtension dependencies. This is used internally to export the dependencies
|
|
|
when exporting your game executable. You are able to set which dependency is loaded depending on the feature flags
|
|
|
of the exported executable. In addition, you are able to set an optional subdirectory to move your dependencies into.
|
|
|
-If no path is supplied Godot will move the libraries into the same directory as your game executable.
|
|
|
+If no path is supplied, Godot will move the libraries into the same directory as your game executable.
|
|
|
|
|
|
.. warning::
|
|
|
- In MacOS it is necessary to have shared libraries inside a folder called ``Frameworks`` with a directory structure
|
|
|
- like this: ``Game.app/Contents/Frameworks``.
|
|
|
+
|
|
|
+ On macOS, it is necessary to have shared libraries inside a folder called ``Frameworks``
|
|
|
+ with a directory structure like this: ``Game.app/Contents/Frameworks``.
|
|
|
|
|
|
.. code-block:: none
|
|
|
|