64 scons - j 4 p = x11 target = release_debug tools = yes bits = 64 cp bin / godot. # BUILD ON MAC # Build release executables with editor mkdir - p release scons - j 4 p = server target = release_debug bits = 64 cp bin / godot_server. zip templates / # BlackBerry 10 (currently disabled) #./path/to/bbndk/bbndk-env.sh #scons -j 4 platform/bb10/godot_bb10_ target=release #cp platform/bb10/godot_bb10_ platform/bb10/bar #scons -j 4 platform/bb10/godot_ target=release_debug #cp platform/bb10/godot_ platform/bb10/bar #cd platform/bb10/bar #zip -r bb10.zip * #mv bb10.zip. zip templates / scons - j 4 p = javascript target = release_debug cp bin / godot. apk # EMScripten scons - j 4 p = javascript target = release cp bin / godot. gradlew build cp platform / android / java / build / outputs / apk / java - release - unsigned. so platform / android / java / libs / armeabi / libgodot_android. apk #Android Debug scons - j 4 p = android target = release_debug cp bin / libgodot. 32 templates / linux_server_32 upx templates / linux_server_32 # Android ** IMPORTANT REPLACE THIS BY ACTUAL VALUES ** export ANDROID_HOME =/ home / to / android - sdk export ANDROID_NDK_ROOT =/ home / to / android - ndk # git does not allow empty dirs, so create those mkdir - p platform / android / java / libs / armeabi mkdir - p platform / android / java / libs / x86 #Android Release scons - j 4 p = android target = release cp bin / libgodot. 64 templates / linux_server_64 upx templates / linux_server_64 scons - j 4 p = server target = release_debug tools = no bits = 32 cp bin / godot_server. 32 templates / linux_x11_32_debug upx templates / linux_x11_32_debug # Server for 32 and 64 bits (always in debug) scons - j 4 p = server target = release_debug tools = no bits = 64 cp bin / godot_server. 32 templates / linux_x11_32_release upx templates / linux_x11_32_release scons - j 4 p = x11 target = release_debug tools = no bits = 32 cp bin / godot. 64 templates / linux_x11_64_debug upx templates / linux_x11_64_debug # Linux 32 Release and Debug scons - j 4 p = x11 target = release tools = no bits = 32 cp bin / godot. 64 templates / linux_x11_64_release upx templates / linux_x11_64_release scons - j 4 p = x11 target = release_debug tools = no bits = 64 cp bin / godot. exe # Linux 64 Release and Debug scons - j 4 p = x11 target = release tools = no bits = 64 cp bin / godot. exe x86_64 - w64 - mingw32 - strip templates / windows_64_debug. exe scons - j 4 p = windows target = release_debug tools = no bits = 64 cp bin / godot. exe x86_64 - w64 - mingw32 - strip templates / windows_64_release. exe # Windows 64 Release and Debug (UPX does not support it yet) scons - j 4 p = windows target = release tools = no bits = 64 cp bin / godot. exe scons - j 4 p = windows target = release_debug tools = no bits = 32 cp bin / godot. # if this flag is set, build is tagged as release in the version # echo $IS_RELEASE_BUILD #Need to set path to EMScripten export EMSCRIPTEN_ROOT =/ home / to / emscripten #Build templates #remove this stuff, will be created anew rm - rf templates mkdir - p templates # Windows 32 Release and Debug scons - j 4 p = windows target = release tools = no bits = 32 cp bin / godot. #This script is intended to run on Linux or OSX.
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