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Rename `--export` command line argument to `--export-release`

This makes the action of exporting to release mode more explicit.
Hugo Locurcio 3 years ago
parent
commit
6b0f7e9da9

+ 7 - 6
main/main.cpp

@@ -407,10 +407,11 @@ void Main::print_help(const char *p_binary) {
 	OS::get_singleton()->print("  -s, --script <script>                        Run a script.\n");
 	OS::get_singleton()->print("  --check-only                                 Only parse for errors and quit (use with --script).\n");
 #ifdef TOOLS_ENABLED
-	OS::get_singleton()->print("  --export <preset> <path>                     Export the project using the given preset and matching release template. The preset name should match one defined in export_presets.cfg.\n");
-	OS::get_singleton()->print("                                               <path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe'). The target directory should exist.\n");
-	OS::get_singleton()->print("  --export-debug <preset> <path>               Same as --export, but using the debug template.\n");
-	OS::get_singleton()->print("  --export-pack <preset> <path>                Same as --export, but only export the game pack for the given preset. The <path> extension determines whether it will be in PCK or ZIP format.\n");
+	OS::get_singleton()->print("  --export-release <preset> <path>             Export the project in release mode using the given preset and output path. The preset name should match one defined in export_presets.cfg.\n");
+	OS::get_singleton()->print("                                               <path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe').\n");
+	OS::get_singleton()->print("                                               The target directory must exist.\n");
+	OS::get_singleton()->print("  --export-debug <preset> <path>               Export the project in debug mode using the given preset and output path. The preset name should match one defined in export_presets.cfg.\n");
+	OS::get_singleton()->print("  --export-pack <preset> <path>                Export the project data only using the given preset and output path. The <path> extension determines whether it will be in PCK or ZIP format.\n");
 	OS::get_singleton()->print("  --convert-3to4 [<max_file_kb>] [<max_line_size>]              Converts project from Godot 3.x to Godot 4.x.\n");
 	OS::get_singleton()->print("  --validate-conversion-3to4 [<max_file_kb>] [<max_line_size>]  Shows what elements will be renamed when converting project from Godot 3.x to Godot 4.x.\n");
 	OS::get_singleton()->print("  --doctool [<path>]                           Dump the engine API reference to the given <path> (defaults to current dir) in XML format, merging if existing files are found.\n");
@@ -1077,7 +1078,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
 			// run the project instead of a cmdline tool.
 			// Needs full refactoring to fix properly.
 			main_args.push_back(I->get());
-		} else if (I->get() == "--export" || I->get() == "--export-debug" ||
+		} else if (I->get() == "--export-release" || I->get() == "--export-debug" ||
 				I->get() == "--export-pack") { // Export project
 			// Actually handling is done in start().
 			editor = true;
@@ -2473,7 +2474,7 @@ bool Main::start() {
 					doc_tool_path = ".";
 					parsed_pair = false;
 				}
-			} else if (args[i] == "--export") {
+			} else if (args[i] == "--export-release") {
 				editor = true; //needs editor
 				_export_preset = args[i + 1];
 			} else if (args[i] == "--export-debug") {

+ 11 - 5
misc/dist/linux/godot.6

@@ -130,16 +130,22 @@ Run a script.
 \fB\-\-check\-only\fR
 Only parse for errors and quit (use with --script).
 .TP
-\fB\-\-export\fR <preset> <path>
-Export the project using the given preset and matching release template. The preset name should match one defined in export_presets.cfg.
+\fB\-\-export\-release\fR <preset> <path>
+Export the project in release mode using the given preset and output path. The preset name should match one defined in export_presets.cfg.
 .br
-<path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe'). The target directory should exist.
+<path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe').
+.br
+The target directory must exist.
 .TP
 \fB\-\-export\-debug\fR <preset> <path>
-Same as \-\-export, but using the debug template.
+Export the project in debug mode using the given preset and output path. The preset name should match one defined in export_presets.cfg.
+.br
+<path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe').
+.br
+The target directory must exist.
 .TP
 \fB\-\-export\-pack\fR <preset> <path>
-Same as \-\-export, but only export the game pack for the given preset. The <path> extension determines whether it will be in PCK or ZIP format.
+Export the project data only using the given preset and output path. The <path> extension determines whether it will be in PCK or ZIP format.
 .TP
 \fB\-\-doctool\fR <path>
 Dump the engine API reference to the given <path> in XML format, merging if existing files are found.

+ 3 - 3
misc/dist/shell/_godot.zsh-completion

@@ -76,9 +76,9 @@ _arguments \
   '--print-fps[print the frames per second to the stdout]' \
   '(-s, --script)'{-s,--script}'[run a script]:path to script:_files' \
   '--check-only[only parse for errors and quit (use with --script)]' \
-  '--export[export the project using the given preset and matching release template]:export preset name then path' \
-  '--export-debug[same as --export, but using the debug template]:export preset name then path' \
-  '--export-pack[same as --export, but only export the game pack for the given preset]:export preset name then path' \
+  '--export-release[export the project in release mode using the given preset and output path]:export preset name then path' \
+  '--export-debug[export the project in debug mode using the given preset and output path]:export preset name then path' \
+  '--export-pack[export the project data only as a PCK or ZIP file using the given preset and output path]:export preset name then path' \
   '--convert-3to4[converts project from Godot 3.x to Godot 4.x]' \
   '--validate-conversion-3to4[shows what elements will be renamed when converting project from Godot 3.x to Godot 4.x]' \
   '--doctool[dump the engine API reference to the given path in XML format, merging if existing files are found]:path to base Godot build directory (optional):_dirs' \

+ 1 - 1
misc/dist/shell/godot.bash-completion

@@ -78,7 +78,7 @@ _complete_godot_options() {
 --print-fps
 --script
 --check-only
---export
+--export-release
 --export-debug
 --export-pack
 --convert-3to4

+ 3 - 3
misc/dist/shell/godot.fish

@@ -98,9 +98,9 @@ complete -c godot -l print-fps -d "Print the frames per second to the stdout"
 # Standalone tools:
 complete -c godot -s s -l script -d "Run a script" -r
 complete -c godot -l check-only -d "Only parse for errors and quit (use with --script)"
-complete -c godot -l export -d "Export the project using the given preset and matching release template" -x
-complete -c godot -l export-debug -d "Same as --export, but using the debug template" -x
-complete -c godot -l export-pack -d "Same as --export, but only export the game pack for the given preset" -x
+complete -c godot -l export-release -d "Export the project in release mode using the given preset and output path" -x
+complete -c godot -l export-debug -d "Export the project in debug mode using the given preset and output path" -x
+complete -c godot -l export-pack -d "Export the project data only as a PCK or ZIP file using the given preset and output path" -x
 complete -c godot -l convert-3to4 -d "Converts project from Godot 3.x to Godot 4.x"
 complete -c godot -l validate-conversion-3to4 -d "Shows what elements will be renamed when converting project from Godot 3.x to Godot 4.x"
 complete -c godot -l doctool -d "Dump the engine API reference to the given path in XML format, merging if existing files are found" -r