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Merge branch 'master' into lu-update

Björn Ritzl 1 year ago
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a01139f605

+ 3 - 1
docs/en/manuals/extensions-build-variants.md

@@ -15,7 +15,9 @@ When you bundle a game, you need to choose what type of engine you wish to use.
 
 
 These different versions are also referred to as `Build variants`
 These different versions are also referred to as `Build variants`
 
 
-Note: When you choose `Build and run` you'll get the debug version.
+::: sidenote
+When you choose <kbd>Project ▸ Build</kbd> you'll get the debug version.
+:::
 
 
 ### Debug
 ### Debug
 
 

+ 1 - 1
docs/en/manuals/extensions.md

@@ -181,7 +181,7 @@ DM_DECLARE_EXTENSION(MyExtension, LIB_NAME, AppInitializeMyExtension, AppFinaliz
 
 
 Note the macro `DM_DECLARE_EXTENSION` that is used to declare the various entry points into the extension code. The first argument `symbol` must match the name specified in *ext.manifest*. For this simple example, there is no need for any "update" or "on_event" entry points, so `0` is provided in those locations to the macro.
 Note the macro `DM_DECLARE_EXTENSION` that is used to declare the various entry points into the extension code. The first argument `symbol` must match the name specified in *ext.manifest*. For this simple example, there is no need for any "update" or "on_event" entry points, so `0` is provided in those locations to the macro.
 
 
-Now it is just a matter of building the project (<kbd>Project ▸ Build and Launch</kbd>). This will upload the extension to the extension builder which will produce a custom engine with the new extension included. If the builder encounters any errors, a dialog with the build errors will show.
+Now it is just a matter of building the project (<kbd>Project ▸ Build</kbd>). This will upload the extension to the extension builder which will produce a custom engine with the new extension included. If the builder encounters any errors, a dialog with the build errors will show.
 
 
 To test the extension, create a game object and add a script component with some test code:
 To test the extension, create a game object and add a script component with some test code:
 
 

+ 1 - 1
docs/en/manuals/ios.md

@@ -68,7 +68,7 @@ Make a note of the bundle identifier as you must use the same bundle identifier
 
 
    ![](images/ios/xcode_certificates.png)
    ![](images/ios/xcode_certificates.png)
 
 
-7. Build and launch the app on your device. The first time, Xcode will ask you to enable Developer mode and will prepare the device with debugger support. This may take a while.
+7. Build the app on your device. The first time, Xcode will ask you to enable Developer mode and will prepare the device with debugger support. This may take a while.
 8. When you have verified that the app works, find it on your disk. You can see the build location in the Build report in the "Report Navigator".
 8. When you have verified that the app works, find it on your disk. You can see the build location in the Build report in the "Report Navigator".
 
 
    ![](images/ios/app_location.png)
    ![](images/ios/app_location.png)

+ 2 - 2
docs/en/tutorials/car.md

@@ -52,9 +52,9 @@ Console
 
 
 ## Running the game
 ## Running the game
 
 
-The "Empty" project template actually is completely empty. Nonetheless, select <kbd>Project ▸ Build and Launch</kbd> to build the project and launch the game.
+The "Empty" project template actually is completely empty. Nonetheless, select <kbd>Project ▸ Build</kbd> to build the project and launch the game.
 
 
-![Build and launch](images/car/start_build_and_launch.png)
+![Build](images/car/start_build_and_launch.png)
 
 
 A black screen is perhaps not very exciting, but it's a running Defold game application and we can easily modify it into something more interesting. So let's do that.
 A black screen is perhaps not very exciting, but it's a running Defold game application and we can easily modify it into something more interesting. So let's do that.
 
 

+ 5 - 5
docs/en/tutorials/runner.md

@@ -73,9 +73,9 @@ Console
 
 
 ## Running the game
 ## Running the game
 
 
-The "Empty" project template actually is completely empty. Nonetheless, select <kbd>Project ▸ Build and Launch</kbd> to build the project and launch the game.
+The "Empty" project template actually is completely empty. Nonetheless, select <kbd>Project ▸ Build</kbd> to build the project and launch the game.
 
 
-![Build and launch](images/runner/1/build_and_launch.png)
+![Build](images/runner/1/build_and_launch.png)
 
 
 A black screen is perhaps not very exciting, but it's a running Defold game application and we can easily modify it into something more interesting. So let's do that.
 A black screen is perhaps not very exciting, but it's a running Defold game application and we can easily modify it into something more interesting. So let's do that.
 
 
@@ -143,7 +143,7 @@ Let's take the first baby steps and create an arena for our character, or rather
 
 
 8. Save the file, then add *ground.collection* to the *main.collection* file: first double click the *main.collection* file, then right-click the root object in the *Outline* view and select <kbd>Add Collection From File</kbd>. In the dialog, select *ground.collection* and click *OK*. Make sure you place *ground.collection* in position 0, 0, 0 or it will be offset visually. Save it.
 8. Save the file, then add *ground.collection* to the *main.collection* file: first double click the *main.collection* file, then right-click the root object in the *Outline* view and select <kbd>Add Collection From File</kbd>. In the dialog, select *ground.collection* and click *OK*. Make sure you place *ground.collection* in position 0, 0, 0 or it will be offset visually. Save it.
 
 
-9. Start up the game (<kbd>Project ▸ Build and Launch</kbd> to see that everything is in place.
+9. Start up the game (<kbd>Project ▸ Build</kbd> to see that everything is in place.
 
 
   ![Still ground](images/runner/1/still_ground.png)
   ![Still ground](images/runner/1/still_ground.png)
 
 
@@ -488,7 +488,7 @@ At this point we should add physics collision for the ground:
 
 
 ![Ground collision](images/runner/2/ground_collision.png)
 ![Ground collision](images/runner/2/ground_collision.png)
 
 
-Now you should be able to try running the game (<kbd>Project ▸ Build and Launch</kbd>). The hero character should run on the ground and it should be possible to jump with the  kbd:[Space] button. If you run the game on a mobile device, you can jump by tapping on the screen.
+Now you should be able to try running the game (<kbd>Project ▸ Build</kbd>). The hero character should run on the ground and it should be possible to jump with the  kbd:[Space] button. If you run the game on a mobile device, you can jump by tapping on the screen.
 
 
 To make life in our game world a little less dull, we should add platforms to jump on.
 To make life in our game world a little less dull, we should add platforms to jump on.
 
 
@@ -588,7 +588,7 @@ end
 1- Predefined values for the Y position to spawn platforms on.
 1- Predefined values for the Y position to spawn platforms on.
 2- The `update()` function is called once every frame and we use that to decide whether to spawn a regular or long platform at certain intervals (to avoid overlaps) and heights. It's easy to experiment with various spawning algorithms to create different gameplay.
 2- The `update()` function is called once every frame and we use that to decide whether to spawn a regular or long platform at certain intervals (to avoid overlaps) and heights. It's easy to experiment with various spawning algorithms to create different gameplay.
 
 
-Now run the game (<kbd>Project ▸ Build and Launch</kbd>).
+Now run the game (<kbd>Project ▸ Build</kbd>).
 
 
 Wow, this is starting to turn into something (almost) playable...
 Wow, this is starting to turn into something (almost) playable...
 
 

+ 1 - 1
docs/ko/manuals/extensions.md

@@ -148,7 +148,7 @@ DM_DECLARE_EXTENSION(MyExtension, LIB_NAME, AppInitializeMyExtension, AppFinaliz
 
 
 DM_DECLARE_EXTENSION 매크로는 익스텐션 코드에 다양한 진입점(entry points)을 선언하는데 사용됩니다. 이 간단한 예제에서는, "update"나 "on_event" 진입점이 필요하지 않으므로 대신 0 값을 매크로 인자값으로 보냅니다.
 DM_DECLARE_EXTENSION 매크로는 익스텐션 코드에 다양한 진입점(entry points)을 선언하는데 사용됩니다. 이 간단한 예제에서는, "update"나 "on_event" 진입점이 필요하지 않으므로 대신 0 값을 매크로 인자값으로 보냅니다.
 
 
-이제 프로젝트를 빌드(**Project ▸ Build and Launch**)할 차례입니다. 이것은 익스텐션을 익스텐션 빌더에 업로드해서 새 익스텐션이 포함된 커스텀 엔진을 생성합니다. 만약 빌더에 에러가 발생하면 빌드 에러가 있는 대화창을 표시합니다.
+이제 프로젝트를 빌드(**Project ▸ Build**)할 차례입니다. 이것은 익스텐션을 익스텐션 빌더에 업로드해서 새 익스텐션이 포함된 커스텀 엔진을 생성합니다. 만약 빌더에 에러가 발생하면 빌드 에러가 있는 대화창을 표시합니다.
 
 
 익스텐션을 테스트하려면, 게임 오브젝트를 생성해서 아래와 같은 테스트 코드가 있는 스크립트 컴포넌트를 추가해야 합니다.
 익스텐션을 테스트하려면, 게임 오브젝트를 생성해서 아래와 같은 테스트 코드가 있는 스크립트 컴포넌트를 추가해야 합니다.
 
 

+ 1 - 1
docs/ru/manuals/extensions-build-variants.md

@@ -15,7 +15,7 @@ brief: Это руководство описывает различные ва
 
 
 Эти различные версии также называются `вариантами сборки`.
 Эти различные версии также называются `вариантами сборки`.
 
 
-Примечание: Когда вы выберете `Build and run`, вы получите отладочную версию.
+Примечание: Когда вы выберете <kbd>Project ▸ Build</kbd>, вы получите отладочную версию.
 
 
 ### Debug
 ### Debug
 
 

+ 1 - 1
docs/ru/manuals/extensions.md

@@ -179,7 +179,7 @@ DM_DECLARE_EXTENSION(MyExtension, LIB_NAME, AppInitializeMyExtension, AppFinaliz
 
 
 Обратите внимание на макрос `DM_DECLARE_EXTENSION`, который используется для объявления различных точек входа в код расширения. Первый аргумент `символ` должен соответствовать имени, указанному в *ext.manifest*. Для этого простого примера нет необходимости в точках входа "update" или "on_event", поэтому в этих местах макросу присваивается `0`.
 Обратите внимание на макрос `DM_DECLARE_EXTENSION`, который используется для объявления различных точек входа в код расширения. Первый аргумент `символ` должен соответствовать имени, указанному в *ext.manifest*. Для этого простого примера нет необходимости в точках входа "update" или "on_event", поэтому в этих местах макросу присваивается `0`.
 
 
-Теперь осталось только создать проект (<kbd>Project ▸ Build and Launch</kbd>). Это загрузит расширение в конструктор расширений, который запустит движок с включенным в него новым расширением. Если сборщик столкнется с какими-либо ошибками, появится диалог с ошибками сборки.
+Теперь осталось только создать проект (<kbd>Project ▸ Build</kbd>). Это загрузит расширение в конструктор расширений, который запустит движок с включенным в него новым расширением. Если сборщик столкнется с какими-либо ошибками, появится диалог с ошибками сборки.
 
 
 Чтобы протестировать расширение, создайте игровой объект и добавьте компонент скрипта с некоторым тестовым кодом:
 Чтобы протестировать расширение, создайте игровой объект и добавьте компонент скрипта с некоторым тестовым кодом:
 
 

+ 1 - 1
docs/zh/manuals/extensions-build-variants.md

@@ -15,7 +15,7 @@ brief: 本教程介绍了 Defold 能创建的各种 Build variants 以及它们
 
 
 不同类型即是 `Build variants`
 不同类型即是 `Build variants`
 
 
-注意: 使用 `Build and run` 时使用的是 debug 版引擎.
+注意: 使用 <kbd>Project ▸ Build</kbd> 时使用的是 debug 版引擎.
 
 
 ### Debug
 ### Debug
 
 

+ 1 - 1
docs/zh/manuals/extensions.md

@@ -181,7 +181,7 @@ DM_DECLARE_EXTENSION(MyExtension, LIB_NAME, AppInitializeMyExtension, AppFinaliz
 
 
 注意 `DM_DECLARE_EXTENSION` 宏用来声明扩展程序执行入口. 第一个参数 `symbol` 要与 *ext.manifest* 上的扩展名一致. 本例中没有用到 "update" 或 "on_event" 执行入口, 所以用 `0` 填充了宏的相应参数.
 注意 `DM_DECLARE_EXTENSION` 宏用来声明扩展程序执行入口. 第一个参数 `symbol` 要与 *ext.manifest* 上的扩展名一致. 本例中没有用到 "update" 或 "on_event" 执行入口, 所以用 `0` 填充了宏的相应参数.
 
 
-现在就差编译运行了 (<kbd>Project ▸ Build and Launch</kbd>). 带原生扩展的项目会被上传到云编译服务器编译. 如果编译出错, 将会弹出一个包含错误信息的窗口.
+现在就差编译运行了 (<kbd>Project ▸ Build</kbd>). 带原生扩展的项目会被上传到云编译服务器编译. 如果编译出错, 将会弹出一个包含错误信息的窗口.
 
 
 测试扩展运行, 新建一个游戏对象和一个脚本组件, 再写一些测试代码:
 测试扩展运行, 新建一个游戏对象和一个脚本组件, 再写一些测试代码: