|
@@ -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") {
|