mirror of
https://github.com/Relintai/pandemonium_cms.git
synced 2024-11-20 10:07:17 +01:00
Added a proepr readme.
This commit is contained in:
parent
9d2b2b4ed9
commit
f53d96aa7d
230
README.md
230
README.md
@ -1,3 +1,231 @@
|
||||
# Pandemonium CMS
|
||||
|
||||
Pandemonium CMS
|
||||
An experimantal CMS (Web Content Management System) using the [Pandemonium Engine](https://github.com/Relintai/pandemonium_engine)'s
|
||||
[web module](https://github.com/Relintai/pandemonium_engine/tree/master/modules/web) as a backend.
|
||||
|
||||
With a similar design to my old cms ([CrystalCMS](https://github.com/Relintai/crystal_cms)), except with adapted content creation workflow for both in-editor
|
||||
(eventually in-app) and web interface based use.
|
||||
|
||||
The project itself resides in the games folder. Open that with the proper version of the pandemonium engine.
|
||||
([Engine's master entry in this file.](https://github.com/Relintai/pandemonium_cms/blob/master/HEADS))
|
||||
|
||||
The current idea is that everything will be implemented as plugins, so they can be easily reused for different projects. THe main
|
||||
|
||||
When it gets mature enough (and is worth having) it will probably be turned into an (or multiple) c++ engine module(s).
|
||||
|
||||
## Project overview
|
||||
|
||||
The project's workflow has been set up so you can easily compile the proper version of the engine for yourself if you want to.
|
||||
|
||||
See the [Compiling](#compiling) section if you want to know how to do this.
|
||||
|
||||
## Compiling
|
||||
|
||||
First make sure, that you have everything installed to be able to compile the engine.
|
||||
See the [official docs for compiling Godot](https://docs.godotengine.org/en/3.4/development/compiling/index.html) for more info
|
||||
(the pandemonium engine is a godot fork, the same instructions will work).
|
||||
|
||||
My setup/compile script uses the same tools, so you don't need to install anything else.
|
||||
|
||||
Even though the project doesn't use godot anymore, their docs are still sufficient.
|
||||
|
||||
Now let's clone this repository:
|
||||
|
||||
``` git clone https://github.com/Relintai/pandemonium_cms ```
|
||||
|
||||
cd into the new folder:
|
||||
|
||||
``` cd pandemonium_cms ```
|
||||
|
||||
Now let's run the project's setup script, by calling scons without arguments.
|
||||
|
||||
``` scons ```
|
||||
|
||||
This will clone and setup the engine, and all of the required modules into a new `engine` folder inside the project, using http.
|
||||
|
||||
(If you want to use the github's ssh links append `repository_type=ssh` like ``` scons repository_type=ssh ```)
|
||||
|
||||
Once it is done you can compile the engine.
|
||||
|
||||
To build the editor on windows with 4 threads run the following command:
|
||||
|
||||
``` scons bew -j4 ```
|
||||
|
||||
To build the editor on linux with 4 threads run the following command:
|
||||
|
||||
``` scons bel -j4 ```
|
||||
|
||||
I call this feature of the setup script build words. [See](#build-words).
|
||||
|
||||
Once the build finishes you can find the editor executable inside the `./engine/bin/` folder.
|
||||
|
||||
For convenience there is a provided `editor.sh`, or `editor.bat` for running it from the project's folder.
|
||||
These will create a copy, so you can even compile while the editor is running.
|
||||
|
||||
Alternatively if you don't want to use build words, you can also just go into the engine folder:
|
||||
|
||||
``` cd engine ```
|
||||
|
||||
And compile godot as per the [official docs](https://docs.godotengine.org/en/latest/development/compiling/index.html).
|
||||
|
||||
### Build words
|
||||
|
||||
The project's setup script contains support for "build words". These can be used from the root of this project.
|
||||
|
||||
For example to build the editor for windows with 4 threads you can use:
|
||||
|
||||
``` scons bew -j4 ```
|
||||
|
||||
The first argument must start with b (build), then it needs to be followed by a few abbreviations (the order does not matters)
|
||||
|
||||
The rest of the arguments will be passed directly to godot's scons script.
|
||||
|
||||
#### Editor
|
||||
|
||||
Append `e` to build with `tools=yes` a.k.a. the editor.
|
||||
|
||||
``` scons bew -j4 ```
|
||||
|
||||
if you omit `e`, the system will build the export template for you. For example:
|
||||
|
||||
``` scons bw -j4 ```
|
||||
|
||||
This will be the `release_debug` windows export template.
|
||||
|
||||
#### Platform abbreviations
|
||||
|
||||
`l`: linux \
|
||||
`w`: windows \
|
||||
`a`: android \
|
||||
`j`: Javascript \
|
||||
`i`: iphone (Not yet finished, use `build_ios.sh`, and `build_ios_release.sh`) \
|
||||
Mac OSX: Not yet finished, use `build_osx.sh`
|
||||
|
||||
#### Target abbreviations
|
||||
|
||||
By default the system builds in release_debug.
|
||||
|
||||
Append `d` for debug, or `r` for release.
|
||||
|
||||
``` scons bewd -j4 ```
|
||||
|
||||
build editor windows debug
|
||||
|
||||
``` scons bwr -j4 ```
|
||||
|
||||
build windows release (this will build the windows release export template)
|
||||
|
||||
#### Shared modules
|
||||
|
||||
Note: This only works on linux!
|
||||
|
||||
append `s` to the build string.
|
||||
|
||||
Optionally you can also make the build system only build a target module, by appending one of these:
|
||||
|
||||
`E`: Entity Spell System \
|
||||
`T`: Texture Packer \
|
||||
`V`: Voxelman \
|
||||
`W`: World Generator \
|
||||
`P`: Procedural Animations
|
||||
|
||||
Example:
|
||||
|
||||
``` scons belsE -j4 ```
|
||||
|
||||
build editor linux shared (Entity Spell System) with 4 threads
|
||||
|
||||
Note: to easily run the editor you can use the `editor.sh` or `editor.bat` in the root of the project.
|
||||
|
||||
#### Other
|
||||
|
||||
Append `v` to pass the `vsproj=yes` parameter to the build script. This will generate Visual Studio project files.\
|
||||
Append `c` to pass the `compiledb=yes` parameter to the build script. This is a new feature in 3.x to have this disabled by default to lessen compile times.
|
||||
|
||||
#### Postfixes
|
||||
|
||||
There are a few postfixes for the build words. These are more complex options. You have to append them to your build word with an underscore.
|
||||
|
||||
You can use as many as you want.
|
||||
|
||||
For example:
|
||||
|
||||
``` scons bel_slim_latomic -j4 ```
|
||||
|
||||
##### slim
|
||||
|
||||
With this postfix you can build a slimmed down version of the engine. This disables quite a few unneeded modules.
|
||||
|
||||
``` scons bel_slim -j4 ```
|
||||
|
||||
##### latomic
|
||||
|
||||
If you get linker errors while building the game/editor about undefined referenced with atomic related functions you can use this postfix.
|
||||
It will add the ` -latomic ` command line switch to the linker flags.
|
||||
|
||||
I ran into this issue while building on a raspberry pi 4 with the x11 platform. It might be related to the recent reworks to threading.
|
||||
|
||||
``` scons bel_latomic -j4 ```
|
||||
|
||||
##### strip
|
||||
|
||||
Appends `debug_symbols=no` to the build command, which will strip the resulting binary from debug symbols.
|
||||
|
||||
``` scons bel_strip -j4 ```
|
||||
|
||||
##### threads
|
||||
|
||||
Appends `threads_enabled=yes` to the build command. Useful for building the editor for html.
|
||||
|
||||
``` scons bej_threads -j4 ```
|
||||
|
||||
#### Scons cache, and sdk locations
|
||||
|
||||
In order to use scons cache and to tell the build system where some of the required sdks are located you usually
|
||||
have to use environment variables. Most of the time you might just want to add them globally,
|
||||
howewer this is sometimes unfeasible (e.g. you don't have administrator access, or you just want to have
|
||||
multiple sdk versions installed).
|
||||
|
||||
In order to solve this a build config file was added.
|
||||
|
||||
If you want to use the config simply rename the provided `build.config.example` to `build.config`, and customize
|
||||
the settings inside.
|
||||
|
||||
### Manual Setup
|
||||
|
||||
If you you don't want to use the setup script (or just want to know what it actually does),
|
||||
this section will explain how to set everything up manually.
|
||||
|
||||
First clone the engine:
|
||||
|
||||
``` git clone https://github.com/Relintai/pandemonium_engine ```
|
||||
|
||||
Now if you look at the [HEADS file](https://github.com/Relintai/pandemonium_cms/blob/master/HEADS).
|
||||
|
||||
It contains the commit hashes for that particular revision for every module and the engine.
|
||||
The engine now contains all the modules, so at the moment only worry about the engine's commit hash.
|
||||
|
||||
You need to go and checkout the proper commit for it.
|
||||
|
||||
Now you can go ahead and compile the engine normally.
|
||||
|
||||
## Pulling upstream changes
|
||||
|
||||
First pull the changes by calling
|
||||
|
||||
``` git pull orgin master ```
|
||||
|
||||
Then just run `scons`, to will update the modules.
|
||||
|
||||
## Upgrading the modules
|
||||
|
||||
Note: this is how to update the HEADS file. Normally you don't need to do this.
|
||||
|
||||
If you want to update the modules, and the engine to the latest, you can use (`action=update`):
|
||||
|
||||
``` scons a=u ```
|
||||
|
||||
You can also update different targets: `all`, `engine`, `modules`, `all_addons`, `addons`, `third_party_addons`
|
||||
|
||||
For example to update the engine to the latest: ``` scons a=u target=engine ```
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user