Removed the build-solutions argument.

This commit is contained in:
Relintai 2022-03-16 02:51:11 +01:00
parent b4f0630c56
commit 3049d142de
3 changed files with 0 additions and 32 deletions

View File

@ -127,9 +127,6 @@ static bool show_help = false;
static bool auto_quit = false;
static OS::ProcessID allow_focus_steal_pid = 0;
static bool delta_sync_after_draw = false;
#ifdef TOOLS_ENABLED
static bool auto_build_solutions = false;
#endif
// Display
@ -333,7 +330,6 @@ void Main::print_help(const char *p_binary) {
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(" --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");
OS::get_singleton()->print(" --no-docbase Disallow dumping the base types (used with --doctool).\n");
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");
#ifdef DEBUG_METHODS_ENABLED
OS::get_singleton()->print(" --gdnative-generate-json-api Generate JSON dump of the Godot API for GDNative bindings.\n");
#endif
@ -729,20 +725,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
} else if (I->get() == "-p" || I->get() == "--project-manager") { // starts project manager
project_manager = true;
} else if (I->get() == "--build-solutions") { // Build the scripting solution such C#
auto_build_solutions = true;
editor = true;
#ifdef DEBUG_METHODS_ENABLED
} else if (I->get() == "--gdnative-generate-json-api") {
// Register as an editor instance to use the GLES2 fallback automatically on hardware that doesn't support the GLES3 backend
editor = true;
// We still pass it to the main arguments since the argument handling itself is not done in this function
main_args.push_back(I->get());
#endif
} else if (I->get() == "--export" || I->get() == "--export-debug" || I->get() == "--export-pack") { // Export project
editor = true;
main_args.push_back(I->get());
#endif
@ -2347,19 +2330,6 @@ bool Main::iteration() {
OS::get_singleton()->add_frame_delay(OS::get_singleton()->can_draw());
#ifdef TOOLS_ENABLED
if (auto_build_solutions) {
auto_build_solutions = false;
// Only relevant when running the editor.
if (!editor) {
ERR_FAIL_V_MSG(true, "Command line option --build-solutions was passed, but no project is being edited. Aborting.");
}
if (!EditorNode::get_singleton()->call_build()) {
ERR_FAIL_V_MSG(true, "Command line option --build-solutions was passed, but the build callback failed. Aborting.");
}
}
#endif
return exit || auto_quit;
}

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@ -72,6 +72,5 @@ _arguments \
'--export-pack[same as --export, but only export the game pack for the given preset]:export preset name' \
'--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' \
'--no-docbase[disallow dumping the base types (used with --doctool)]' \
'--build-solutions[build the scripting solutions (e.g. for C# projects)]' \
'--gdnative-generate-json-api[generate JSON dump of the Godot API for GDNative bindings]' \
'--test[run a unit test]:unit test name'

View File

@ -75,7 +75,6 @@ _complete_godot_options() {
--export-pack
--doctool
--no-docbase
--build-solutions
--gdnative-generate-json-api
--test
" -- "$1"))