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