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Cleanups to the compiling for the web section.
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# Compiling for the Web
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This page describes how to compile HTML5 editor and export template binaries from source. If you're looking
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to export your project to HTML5 instead, read `doc_exporting_for_web`.
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Compiling for the Web
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=====================
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See also:
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This page describes how to compile HTML5 editor and export template binaries from source.
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If you're looking to export your project to HTML5 instead, read `doc_exporting_for_web`.
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Requirements
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------------
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## Requirements
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To compile export templates for the Web, the following is required:
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@ -19,15 +13,11 @@ To compile export templates for the Web, the following is required:
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- `Python 3.5+ ( https://www.python.org/ )`.
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- `SCons 3.0+ ( https://www.scons.org )` build system.
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See also:
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To get the Godot source code for compiling, see
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`doc_getting_source`.
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For a general overview of SCons usage for Godot, see
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`doc_introduction_to_the_buildsystem`.
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To get the Godot source code for compiling, see `doc_getting_source`.
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For a general overview of SCons usage for Godot, see `doc_introduction_to_the_buildsystem`.
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Building export templates
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-------------------------
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## Building export templates
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Before starting, confirm that `emcc` is available in your PATH. This is
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usually configured by the Emscripten SDK, e.g. when invoking `emsdk activate`
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@ -70,45 +60,36 @@ And `webassembly_debug.zip` for the debug template:
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mv bin/godot.javascript.opt.debug.zip bin/webassembly_debug.zip
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```
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Threads and GDNative
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--------------------
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## Threads
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The default export templates do not include threads and GDNative support for
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The default export templates do not include threads support for
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performance and compatibility reasons. See the
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`export page ( doc_javascript_export_options )` for more info.
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You can build the export templates using the option `threads_enabled=yes` or
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`gdnative_enabled=yes` to enable threads or GDNative support:
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You can build the export templates using the option `threads_enabled=yes` to enable threads support:
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```
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scons platform=javascript tools=no threads_enabled=yes target=release
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scons platform=javascript tools=no threads_enabled=yes target=release_debug
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scons platform=javascript tools=no gdnative_enabled=yes target=release
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scons platform=javascript tools=no gdnative_enabled=yes target=release_debug
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```
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Once finished, the resulting file will be placed in the `bin` subdirectory.
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Its name will have either the `.threads` or `.gdnative` suffix.
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Its name will have the `.threads` suffix.
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Finally, rename the zip archives to `webassembly_release_threads.zip` and
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`webassembly_release_gdnative.zip` for the release template:
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Finally, rename the zip archives to `webassembly_release_threads.zip` for the release template:
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```
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mv bin/godot.javascript.opt.threads.zip bin/webassembly_threads_release.zip
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mv bin/godot.javascript.opt.gdnative.zip bin/webassembly_gdnative_release.zip
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```
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And `webassembly_debug_threads.zip` and `webassembly_debug_gdnative.zip` for
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the debug template:
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And `webassembly_debug_threads.zip` for the debug template:
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```
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mv bin/godot.javascript.opt.debug.threads.zip bin/webassembly_threads_debug.zip
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mv bin/godot.javascript.opt.debug.gdnative.zip bin/webassembly_gdnative_debug.zip
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```
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Building the Editor
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-------------------
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## Building the Editor
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It is also possible to build a version of the Godot editor that can run in the
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browser. The editor version requires threads support and is not recommended
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