dik what this was but pushing ancient changes
This commit is contained in:
parent
e7201941fe
commit
fdeb0bae4f
11
.gitignore
vendored
11
.gitignore
vendored
@ -24,7 +24,6 @@ mono_crash.*.json
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# VSCode
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.vscode/*
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@ -43,3 +42,13 @@ mono_crash.*.json
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# Fork
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Source/.sconsign.dblite
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.vs
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# Compiled Object files
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*.slo
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*.lo
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*.o
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*.obj
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3
.gitmodules
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3
.gitmodules
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@ -4,3 +4,6 @@
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[submodule "Engine/gdnative_cpp"]
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path = Engine/gdnative_cpp
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url = https://github.com/godotengine/godot-cpp
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[submodule "Engine/gd_nim"]
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path = Engine/gd_nim
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url = https://github.com/pragmagic/godot-nim
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46
Bootstrap.Windows.bat
Normal file
46
Bootstrap.Windows.bat
Normal file
@ -0,0 +1,46 @@
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where "C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Auxiliary\Build\vcvars64.bat" >nul 2>nul
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if not ERRORLEVEL 0 (
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echo Visual Studio 2019 not found... Remove this error message if you do have it.
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pause
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exit
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)
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where python >nul 2>nul
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if not ERRORLEVEL 0 (
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echo Need python not found... Remove this error message if you have it.
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pause
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exit
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)
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where scons >nul 2>nul
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if not ERRORLEVEL 0 (
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python pip install scons
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)
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git clone --recurse-submodules https://
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cd LangStudies
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start build_engine.bat
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:tools_wait
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timeout 1
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if not exist Engine\gd\bin\godot.windows.opt.tools.64.exe (
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goto :tools_wait
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)
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timeout 10
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start Engine\gd\bin\godot.windows.opt.tools.64.exe -e App/project.godot
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timeout 30
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taskkill /f /im godot.windows.opt.tools.64.exe
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:opt_wait
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timeout 1
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if not exist Engine\gd\bin\godot.windows.opt.64.exe (
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goto :opt_wait
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)
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timeout 2
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start /w build_project.bat
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12
Editor/SENative.gdextension
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12
Editor/SENative.gdextension
Normal file
@ -0,0 +1,12 @@
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[configuration]
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entry_symbol = "SENative_Init"
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[libraries]
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linux.64.debug = "bin/SENative.linux.debug.64.so"
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linux.64.release = "bin/SENative.linux.release.64.so"
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windows.64.debug = "bin/SENative.windows.debug.64.dll"
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windows.64.release = "bin/SENative.windows.release.64.dll"
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macos.debug = "bin/SENative.debug.framework"
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macos.release = "bin/SENative.release.framework"
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BIN
Editor/bin/SENative.windows.debug.64.exp
Normal file
BIN
Editor/bin/SENative.windows.debug.64.exp
Normal file
Binary file not shown.
BIN
Editor/bin/SENative.windows.debug.64.lib
Normal file
BIN
Editor/bin/SENative.windows.debug.64.lib
Normal file
Binary file not shown.
Binary file not shown.
Binary file not shown.
@ -1,12 +0,0 @@
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[configuration]
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entry_symbol = "example_library_init"
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[libraries]
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linux.64.debug = "bin/libgdexample.linux.debug.64.so"
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linux.64.release = "bin/libgdexample.linux.release.64.so"
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windows.64.debug = "bin/libgdexample.windows.debug.64.dll"
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windows.64.release = "bin/libgdexample.windows.release.64.dll"
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macos.debug = "bin/libgdexample.debug.framework"
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macos.release = "bin/libgdexample.release.framework"
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@ -1,14 +1,7 @@
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[gd_scene load_steps=2 format=3 uid="uid://bqqewt05ne1ad"]
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[gd_scene format=3 uid="uid://d3u3lj2du4mgd"]
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[ext_resource type="Texture2D" uid="uid://cnv7sgufjc3fk" path="res://icon.png" id="1_tqon5"]
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[node name="main" type="Node"]
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[node name="GDExample" type="GDExample" parent="."]
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position = Vector2(7.83596, 18.1283)
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texture = ExtResource( "1_tqon5" )
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[node name="Sprite2D" type="Sprite2D" parent="."]
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modulate = Color(1, 0.309804, 0.580392, 1)
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position = Vector2(214, 2)
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texture = ExtResource( "1_tqon5" )
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[node name="Control" type="Control"]
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_right = -1024.0
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offset_bottom = -600.0
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@ -17,4 +17,4 @@ config/features=PackedStringArray("4.0", "Vulkan Clustered")
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[native_extensions]
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paths=["res://../Source/gdexample.gdextension"]
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paths=["res://SENative.gdextension"]
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1
Engine/gd_nim
Submodule
1
Engine/gd_nim
Submodule
@ -0,0 +1 @@
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Subproject commit 107f30ac38cf2bfb2557e47b64d3f58bd8ad9169
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8
Source/Library.hpp
Normal file
8
Source/Library.hpp
Normal file
@ -0,0 +1,8 @@
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#pragma once
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namespace SE {
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}
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@ -21,14 +21,14 @@ sources = Glob("./*.cpp")
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if env["platform"] == "osx":
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library = env.SharedLibrary(
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EditorDir + "/bin/libgdexample.{}.{}.framework/libgdexample.{}.{}".format(
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EditorDir + "/bin/SENative.{}.{}.framework/SENative.{}.{}".format(
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env["platform"], env["target"], env["platform"], env["target"]
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),
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source=sources,
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)
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else:
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library = env.SharedLibrary(
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EditorDir + "/bin/libgdexample.{}.{}.{}{}".format(
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EditorDir + "/bin/SENative.{}.{}.{}{}".format(
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env["platform"], env["target"], env["arch_suffix"], env["SHLIBSUFFIX"]
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),
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source=sources,
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@ -1,7 +1,7 @@
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#include "gdexample.h"
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namespace godot {
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namespace SE {
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#pragma region GodotRT
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@ -37,4 +37,4 @@ GDExample::~GDExample()
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{}
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} // godot
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} // SE
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@ -3,7 +3,10 @@
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#include <godot_cpp/godot.hpp>
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#include <godot_cpp/classes/sprite2d.hpp>
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namespace godot {
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namespace SE {
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using namespace godot;
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class GDExample : public Sprite2D
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{
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@ -26,4 +29,5 @@ public:
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~GDExample();
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};
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}
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} // SE
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#include "gdexample.h"
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namespace godot {
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void register_types(ModuleInitializationLevel p_level)
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void register_types(godot::ModuleInitializationLevel p_level)
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{
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using namespace godot;
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if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE)
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return;
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ClassDB::register_class<GDExample>();
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ClassDB::register_class<SE::GDExample>();
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}
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void unregister_types(ModuleInitializationLevel p_level)
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void unregister_types(godot::ModuleInitializationLevel p_level)
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{
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using namespace godot;
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if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE)
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return;
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@ -24,12 +26,14 @@ void unregister_types(ModuleInitializationLevel p_level)
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extern "C"
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{
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GDNativeBool GDN_EXPORT
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example_library_init(
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SENative_Init(
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GDNativeInterface const* p_interface,
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GDNativeExtensionClassLibraryPtr const p_library,
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GDNativeInitialization* r_initialization)
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{
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godot::GDExtensionBinding::InitObject
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using namespace godot;
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GDExtensionBinding::InitObject
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init_obj(p_interface, p_library, r_initialization);
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init_obj.register_initializer(register_types);
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init_obj.register_terminator(unregister_types);
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@ -39,5 +43,3 @@ extern "C"
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}
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}
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} // godot
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#pragma once
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void register_types();
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void unregister_types();
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namespace godot
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{
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enum ModuleInitializationLevel : int;
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}
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void register_types(godot::ModuleInitializationLevel p_level);
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void unregister_types(godot::ModuleInitializationLevel p_level);
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6
build_engine.bat
Normal file
6
build_engine.bat
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start /w build_engine.debug.bat
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start /w build_engine.release_debug.bat
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start /w build_engine.release.bat
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exit
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5
build_engine.debug.bat
Normal file
5
build_engine.debug.bat
Normal file
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cd Engine\gd\
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scons -j%NUMBER_OF_PROCESSORS% platform=windows
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exit
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5
build_engine.release.bat
Normal file
5
build_engine.release.bat
Normal file
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cd Engine\gd\
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scons -j%NUMBER_OF_PROCESSORS% platform=windows tools=no target=release bits=64
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exit
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5
build_engine.release_debug.bat
Normal file
5
build_engine.release_debug.bat
Normal file
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cd Engine\gd\
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scons -j%NUMBER_OF_PROCESSORS% platform=windows tools=yes target=release_debug bits=64
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exit
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15
build_project.bat
Normal file
15
build_project.bat
Normal file
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set YYYY=%date:~10,4%
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set MM=%date:~4,2%
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set DD=%date:~7,2%
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set HH=%time:~0,2%
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if %HH% lss 10 (set CUR_HH=0%time:~1,1%)
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set NN=%time:~3,2%
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set SS=%time:~6,2%
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set MS=%time:~9,2%
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set SUBFILENAME=%YYYY%%MM%%DD%_%HH%%NN%%SS%
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cd Builds
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mkdir %SUBFILENAME%
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cd ..\Engine\gd\bin
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godot.windows.opt.64.exe --export "Windows Desktop" "..\Builds\%SUBFILENAME%\LangStudies.exe" --path "..\..\..\App"
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cd Engine\gd\bin\
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start Engine\gd\bin\godot.windows.opt.tools.64.exe -e App/project.godot
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start godot.windows.opt.tools.64.exe
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exit
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3
game.debug.bat
Normal file
3
game.debug.bat
Normal file
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start Engine\gd\bin\godot.windows.tools.64.exe --path App/
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3
game.release.bat
Normal file
3
game.release.bat
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start Engine\gd\bin\godot.windows.opt.64.exe --path App/
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3
game.release_debug.bat
Normal file
3
game.release_debug.bat
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start Engine\gd\bin\godot.windows.opt.tools.64.exe --path App/
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Reference in New Issue
Block a user