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Gentoo's Bugzilla – Attachment 392232 Details for
Bug 532730
dev-games/godot-3.0 – an advanced Unity3D-like game engine
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build script
buildIt (text/plain), 5.23 KB, created by
Navid Zamani
on 2014-12-22 19:43:02 UTC
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Description:
build script
Filename:
MIME Type:
Creator:
Navid Zamani
Created:
2014-12-22 19:43:02 UTC
Size:
5.23 KB
patch
obsolete
>#! /bin/bash > ># This is my personal script. Things might not make sense for you; but they do for me. :) ># ># And this is the script that the Godot developers use: ># https://github.com/okamstudio/godot/wiki/compiling_batch_templates ># Detailed build information: ># https://github.com/okamstudio/godot/wiki/advanced ># ># TO DO (by you, the reader): ># 1. Change path_godot and path_emsdk to the source locations. ># 2. Make sure ANDROID_NDK_ROOT is set properly. ># 3. Read the bottom of this file to find out how to âinstallâ. ># 4. To make it work with Portage, follow http://wiki.gentoo.org/wiki/SCons ># and maybe patch $path_godot/SConstruct as seen here: http://dev.gentoo.org/~vapier/scons-blows.txt ># (I donât think SCons blows that much. Itâs just more free and flexible, ># for cases where that is required. Like for Godot. IMHO) > >update_emsdk=false > >path_godot="$SRC_DIR/godot" >path_emsdk="$SRC_DIR/emsdk_portable" > >if [[ "$PWD" != "$path_godot" ]]; then > cd "$path_godot" >fi > >. /etc/portage/make.conf # This should obviously not be like this when using portage. > >if [[ "$1" != "--templates" ]]; then > git pull > scons platform=x11 bits=64 tools=yes target=release_debug $MAKEOPTS # editor >else > shift >fi > >debug=false; release=false >if [[ "$1" == "--debug" ]]; then shift; debug=true; fi >if [[ "$1" == "--release" ]]; then shift; release=true; fi >if [[ "$1" == "--all" ]]; then shift; debug=true; release=true; fi > >if [[ "$release" == "true" || "$debug" == "true" ]]; then > > # Linux > $release && scons platform=x11 bits=64 tools=no target=release $MAKEOPTS # template: Linux > $debug && scons platform=x11 bits=64 tools=no target=debug $MAKEOPTS # template: Linux, debug > > # Android > mkdir -p "platform/android/java/libs/armeabi" > $release && { scons platform=android bits=32 tools=no target=release $MAKEOPTS # template: Android, 32-bit > cp -f "bin/libgodot.android.opt.32.so" "platform/android/java/libs/armeabi/libgodot_android.so" > ant -s platform/android/java/build.xml release > } > $debug && { scons platform=android bits=32 tools=no target=debug $MAKEOPTS # template: Android, 32-bit, debug > cp -f "bin/libgodot.android.debug.32.so" "platform/android/java/libs/armeabi/libgodot_android.so" > ant -s platform/android/java/build.xml debug > } > > # JavaScript > source "$path_emsdk/emsdk_env.sh" > $update_emsdk && { pushd "$path_emsdk"/ > ./emsdk update > ./emsdk install latest > ./emsdk activate latest > source ./emsdk_env.sh > popd; } > $release && { scons platform=javascript target=release $MAKEOPTS # template HTML5 > zip --junk-paths bin/javascript_release.zip bin/godot.javascript.opt.html bin/godot.javascript.opt.js tools/html_fs/filesystem.js > } > $debug && { scons platform=javascript target=debug $MAKEOPTS # template HTML5, debug > zip --junk-paths bin/javascript_debug.zip bin/godot.javascript.debug.html bin/godot.javascript.debug.js tools/html_fs/filesystem.js > } > >fi > ># Now I softlink from my bin/godot and my .godot/templates/* to the files in $path_godot/bin/ like this: ># ># user@workstation ~ $ ll .godot/templates/ ># total 512 ># drwxr-xr-x 2 user user 656 2014-12-19 14:29 ./ ># drwxr-xr-x 6 user user 200 2014-12-21 03:41 ../ ># lrwxrwxrwx 1 user user 51 2014-12-19 08:55 GodotiOSXCode.zip -> $godot/templates.bin/GodotiOSXCode.zip ># lrwxrwxrwx 1 user user 61 2014-12-19 08:57 android_debug.apk -> $godot/platform/android/java/bin/Godot-debug.apk ># lrwxrwxrwx 1 user user 72 2014-12-19 08:57 android_release.apk -> $godot/platform/android/java/bin/Godot-release-unsigned.apk ># lrwxrwxrwx 1 user user 44 2014-12-19 14:29 javascript_debug.zip -> $godot/bin/javascript_debug.zip ># lrwxrwxrwx 1 user user 46 2014-12-19 14:29 javascript_release.zip -> $godot/bin/javascript_release.zip ># lrwxrwxrwx 1 user user 49 2014-12-19 08:55 linux_server_32 -> $godot/templates.bin/linux_server_32* ># lrwxrwxrwx 1 user user 49 2014-12-19 08:55 linux_server_64 -> $godot/templates.bin/linux_server_64* ># lrwxrwxrwx 1 user user 52 2014-12-19 08:55 linux_x11_32_debug -> $godot/templates.bin/linux_x11_32_debug* ># lrwxrwxrwx 1 user user 54 2014-12-19 08:55 linux_x11_32_release -> $godot/templates.bin/linux_x11_32_release* ># lrwxrwxrwx 1 user user 42 2014-12-19 08:57 linux_x11_64_debug -> $godot/bin/godot.x11.debug.64* ># lrwxrwxrwx 1 user user 40 2014-12-19 08:57 linux_x11_64_release -> $godot/bin/godot.x11.opt.64* ># lrwxrwxrwx 1 user user 41 2014-12-19 08:55 osx.zip -> $godot/templates.bin/osx.zip ># lrwxrwxrwx 1 user user 54 2014-12-19 08:55 windows_32_debug.exe -> $godot/templates.bin/windows_32_debug.exe* ># lrwxrwxrwx 1 user user 56 2014-12-19 08:55 windows_32_release.exe -> $godot/templates.bin/windows_32_release.exe* ># lrwxrwxrwx 1 user user 54 2014-12-19 08:55 windows_64_debug.exe -> $godot/templates.bin/windows_64_debug.exe* ># lrwxrwxrwx 1 user user 56 2014-12-19 08:55 windows_64_release.exe -> $godot/templates.bin/windows_64_release.exe* ># ># âtemplates.binâ is where I use the default templates from the templates package off the godot website, since I donât build or use them myself. ># So to build templates for all platforms, this of course has to be changed, along with extending this script.
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bug 532730
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392230
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675592
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675649