mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2025-01-11 13:21:10 +01:00
Removed the build-solutions argument.
This commit is contained in:
parent
b4f0630c56
commit
3049d142de
@ -127,9 +127,6 @@ static bool show_help = false;
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static bool auto_quit = false;
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static OS::ProcessID allow_focus_steal_pid = 0;
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static bool delta_sync_after_draw = false;
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#ifdef TOOLS_ENABLED
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static bool auto_build_solutions = false;
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#endif
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// Display
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@ -333,7 +330,6 @@ void Main::print_help(const char *p_binary) {
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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");
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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");
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OS::get_singleton()->print(" --no-docbase Disallow dumping the base types (used with --doctool).\n");
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OS::get_singleton()->print(" --build-solutions Build the scripting solutions (e.g. for C# projects). Implies --editor and requires a valid project to edit.\n");
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#ifdef DEBUG_METHODS_ENABLED
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OS::get_singleton()->print(" --gdnative-generate-json-api Generate JSON dump of the Godot API for GDNative bindings.\n");
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#endif
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@ -729,20 +725,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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} else if (I->get() == "-p" || I->get() == "--project-manager") { // starts project manager
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project_manager = true;
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} else if (I->get() == "--build-solutions") { // Build the scripting solution such C#
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auto_build_solutions = true;
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editor = true;
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#ifdef DEBUG_METHODS_ENABLED
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} else if (I->get() == "--gdnative-generate-json-api") {
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// Register as an editor instance to use the GLES2 fallback automatically on hardware that doesn't support the GLES3 backend
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editor = true;
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// We still pass it to the main arguments since the argument handling itself is not done in this function
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main_args.push_back(I->get());
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#endif
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} else if (I->get() == "--export" || I->get() == "--export-debug" || I->get() == "--export-pack") { // Export project
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editor = true;
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main_args.push_back(I->get());
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#endif
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@ -2347,19 +2330,6 @@ bool Main::iteration() {
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OS::get_singleton()->add_frame_delay(OS::get_singleton()->can_draw());
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#ifdef TOOLS_ENABLED
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if (auto_build_solutions) {
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auto_build_solutions = false;
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// Only relevant when running the editor.
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if (!editor) {
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ERR_FAIL_V_MSG(true, "Command line option --build-solutions was passed, but no project is being edited. Aborting.");
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}
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if (!EditorNode::get_singleton()->call_build()) {
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ERR_FAIL_V_MSG(true, "Command line option --build-solutions was passed, but the build callback failed. Aborting.");
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}
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}
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#endif
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return exit || auto_quit;
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}
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1
misc/dist/shell/_godot.zsh-completion
vendored
1
misc/dist/shell/_godot.zsh-completion
vendored
@ -72,6 +72,5 @@ _arguments \
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'--export-pack[same as --export, but only export the game pack for the given preset]:export preset name' \
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'--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:_dirs' \
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'--no-docbase[disallow dumping the base types (used with --doctool)]' \
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'--build-solutions[build the scripting solutions (e.g. for C# projects)]' \
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'--gdnative-generate-json-api[generate JSON dump of the Godot API for GDNative bindings]' \
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'--test[run a unit test]:unit test name'
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1
misc/dist/shell/godot.bash-completion
vendored
1
misc/dist/shell/godot.bash-completion
vendored
@ -75,7 +75,6 @@ _complete_godot_options() {
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--export-pack
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--doctool
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--no-docbase
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--build-solutions
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--gdnative-generate-json-api
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--test
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" -- "$1"))
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