'(-b --breakpoints)'{-b,--breakpoints}'[specify the breakpoint list as source::line comma-separated pairs, no spaces (use %20 instead)]:breakpoint list' \
'--profiling[enable profiling in the script debugger]' \
'--debug-collisions[show collision shapes when running the scene]' \
'--debug-navigation[show navigation polygons when running the scene]' \
'--frame-delay[simulate high CPU load (delay each frame by the given number of milliseconds)]:number of milliseconds' \
'--time-scale[force time scale (higher values are faster, 1.0 is normal speed)]:time scale' \
'--disable-render-loop[disable render loop so rendering only occurs when called explicitly from script]' \
'--disable-crash-handler[disable crash handler when supported by the platform code]' \
'--fixed-fps[force a fixed number of frames per second (this setting disables real-time synchronization)]:frames per second' \
'--print-fps[print the frames per second to the stdout]' \
'(-s, --script)'{-s,--script}'[run a script]:path to script:_files' \
'--check-only[only parse for errors and quit (use with --script)]' \
'--export[export the project using the given preset and matching release template]:export preset name' \
'--export-debug[same as --export, but using the debug template]:export preset name' \
'--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]' \