Rename --export
command line argument to --export-release
This makes the action of exporting to release mode more explicit.
This commit is contained in:
parent
604abb434f
commit
6b0f7e9da9
5 changed files with 25 additions and 18 deletions
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@ -407,10 +407,11 @@ void Main::print_help(const char *p_binary) {
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OS::get_singleton()->print(" -s, --script <script> Run a script.\n");
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OS::get_singleton()->print(" --check-only Only parse for errors and quit (use with --script).\n");
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#ifdef TOOLS_ENABLED
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OS::get_singleton()->print(" --export <preset> <path> Export the project using the given preset and matching release template. The preset name should match one defined in export_presets.cfg.\n");
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OS::get_singleton()->print(" <path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe'). The target directory should exist.\n");
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OS::get_singleton()->print(" --export-debug <preset> <path> Same as --export, but using the debug template.\n");
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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(" --export-release <preset> <path> Export the project in release mode using the given preset and output path. The preset name should match one defined in export_presets.cfg.\n");
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OS::get_singleton()->print(" <path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe').\n");
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OS::get_singleton()->print(" The target directory must exist.\n");
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OS::get_singleton()->print(" --export-debug <preset> <path> Export the project in debug mode using the given preset and output path. The preset name should match one defined in export_presets.cfg.\n");
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OS::get_singleton()->print(" --export-pack <preset> <path> Export the project data only using the given preset and output path. The <path> extension determines whether it will be in PCK or ZIP format.\n");
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OS::get_singleton()->print(" --convert-3to4 [<max_file_kb>] [<max_line_size>] Converts project from Godot 3.x to Godot 4.x.\n");
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OS::get_singleton()->print(" --validate-conversion-3to4 [<max_file_kb>] [<max_line_size>] Shows what elements will be renamed when converting project from Godot 3.x to Godot 4.x.\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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@ -1077,7 +1078,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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// run the project instead of a cmdline tool.
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// Needs full refactoring to fix properly.
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main_args.push_back(I->get());
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} else if (I->get() == "--export" || I->get() == "--export-debug" ||
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} else if (I->get() == "--export-release" || I->get() == "--export-debug" ||
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I->get() == "--export-pack") { // Export project
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// Actually handling is done in start().
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editor = true;
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@ -2473,7 +2474,7 @@ bool Main::start() {
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doc_tool_path = ".";
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parsed_pair = false;
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}
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} else if (args[i] == "--export") {
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} else if (args[i] == "--export-release") {
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editor = true; //needs editor
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_export_preset = args[i + 1];
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} else if (args[i] == "--export-debug") {
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16
misc/dist/linux/godot.6
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16
misc/dist/linux/godot.6
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@ -130,16 +130,22 @@ Run a script.
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\fB\-\-check\-only\fR
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Only parse for errors and quit (use with --script).
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.TP
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\fB\-\-export\fR <preset> <path>
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Export the project using the given preset and matching release template. The preset name should match one defined in export_presets.cfg.
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\fB\-\-export\-release\fR <preset> <path>
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Export the project in release mode using the given preset and output path. The preset name should match one defined in export_presets.cfg.
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.br
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<path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe'). The target directory should exist.
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<path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe').
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.br
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The target directory must exist.
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.TP
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\fB\-\-export\-debug\fR <preset> <path>
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Same as \-\-export, but using the debug template.
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Export the project in debug mode using the given preset and output path. The preset name should match one defined in export_presets.cfg.
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.br
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<path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe').
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.br
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The target directory must exist.
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.TP
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\fB\-\-export\-pack\fR <preset> <path>
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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.
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Export the project data only using the given preset and output path. The <path> extension determines whether it will be in PCK or ZIP format.
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.TP
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\fB\-\-doctool\fR <path>
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Dump the engine API reference to the given <path> in XML format, merging if existing files are found.
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6
misc/dist/shell/_godot.zsh-completion
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6
misc/dist/shell/_godot.zsh-completion
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@ -76,9 +76,9 @@ _arguments \
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'--print-fps[print the frames per second to the stdout]' \
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'(-s, --script)'{-s,--script}'[run a script]:path to script:_files' \
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'--check-only[only parse for errors and quit (use with --script)]' \
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'--export[export the project using the given preset and matching release template]:export preset name then path' \
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'--export-debug[same as --export, but using the debug template]:export preset name then path' \
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'--export-pack[same as --export, but only export the game pack for the given preset]:export preset name then path' \
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'--export-release[export the project in release mode using the given preset and output path]:export preset name then path' \
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'--export-debug[export the project in debug mode using the given preset and output path]:export preset name then path' \
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'--export-pack[export the project data only as a PCK or ZIP file using the given preset and output path]:export preset name then path' \
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'--convert-3to4[converts project from Godot 3.x to Godot 4.x]' \
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'--validate-conversion-3to4[shows what elements will be renamed when converting project from Godot 3.x to Godot 4.x]' \
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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 (optional):_dirs' \
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2
misc/dist/shell/godot.bash-completion
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2
misc/dist/shell/godot.bash-completion
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@ -78,7 +78,7 @@ _complete_godot_options() {
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--print-fps
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--script
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--check-only
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--export
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--export-release
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--export-debug
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--export-pack
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--convert-3to4
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6
misc/dist/shell/godot.fish
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6
misc/dist/shell/godot.fish
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@ -98,9 +98,9 @@ complete -c godot -l print-fps -d "Print the frames per second to the stdout"
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# Standalone tools:
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complete -c godot -s s -l script -d "Run a script" -r
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complete -c godot -l check-only -d "Only parse for errors and quit (use with --script)"
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complete -c godot -l export -d "Export the project using the given preset and matching release template" -x
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complete -c godot -l export-debug -d "Same as --export, but using the debug template" -x
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complete -c godot -l export-pack -d "Same as --export, but only export the game pack for the given preset" -x
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complete -c godot -l export-release -d "Export the project in release mode using the given preset and output path" -x
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complete -c godot -l export-debug -d "Export the project in debug mode using the given preset and output path" -x
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complete -c godot -l export-pack -d "Export the project data only as a PCK or ZIP file using the given preset and output path" -x
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complete -c godot -l convert-3to4 -d "Converts project from Godot 3.x to Godot 4.x"
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complete -c godot -l validate-conversion-3to4 -d "Shows what elements will be renamed when converting project from Godot 3.x to Godot 4.x"
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complete -c godot -l doctool -d "Dump the engine API reference to the given path in XML format, merging if existing files are found" -r
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