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:: This script must be run from a Windows machine with | |
:: Visual Studio 2015, Python 2.7 and SCons installed at their | |
:: default locations. 7-Zip also needs to be installed (to compress editor binaries). | |
:: NOTE: You need Pywin32 to be installed to use multi-threaded compilation. | |
:: You may need to set "threads" to 1 for the first build, even if you have it installed. | |
:: Place this script at the root of your Godot Git clone. | |
:: CC0 1.0 Universal |
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#!/bin/sh -x | |
# This script must be run from a GNU/Linux system with | |
# OSXCross installed and configured. XCode SDK 7.2 is used | |
# with this script. | |
# Place this script at the root of your Godot Git clone. | |
# CC0 1.0 Universal | |
OSXCROSS_PATH="/opt/osxcross" |
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#!/bin/sh -x | |
# This script compiles Godot for GNU/Linux in 64-bit. | |
# Place this script at the root of your Godot Git clone. | |
# CC0 1.0 Universal | |
# Build 64-bit Godot for GNU/Linux desktop, in debug and release mode | |
scons p=x11 -j$(nproc) verbose=no tools=yes target=release_debug openssl=builtin | |
scons p=x11 -j$(nproc) verbose=no tools=no target=release_debug openssl=builtin |
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#!/bin/sh -x | |
# This script compiles Godot for iOS in 64-bit and 32-bit. | |
# It must be run from a GNU/Linux system. | |
# Place this script at the root of your Godot Git clone. | |
# CC0 1.0 Universal | |
# This needs to be set so that SCons detects OS X as a valid option | |
export OSXCROSS_IOS="anything" |
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#!/bin/sh -x | |
# This script must be run from a GNU/Linux system with the Emscripten SDK | |
# installed and configured. | |
# Place this script at the root of your Godot Git clone. | |
# CC0 1.0 Universal | |
export EMSCRIPTEN_ROOT="/opt/emsdk/emscripten/master" |
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:: This script must be run from a Windows machine with | |
:: Android SDK and NDK installed. | |
:: NOTE: You need Pywin32 to be installed to use multi-threaded compilation. | |
:: You may need to set "threads" to 1 for the first build, even if you have it installed. | |
:: Place this script at the root of your Godot Git clone. | |
:: CC0 1.0 Universal | |
set threads=%NUMBER_OF_PROCESSORS% |
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#define _WIN32_WINNT 0x0600 | |
#include <stdio.h> | |
#include <windows.h> | |
#include <fileapi.h> | |
#ifndef ENABLE_VIRTUAL_TERMINAL_PROCESSING | |
#define ENABLE_VIRTUAL_TERMINAL_PROCESSING 0x0004 | |
#endif |
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:: This script must be run from a Windows system with the Emscripten SDK | |
:: installed and configured. 7-Zip and MinGW also need to be installed. | |
:: Place this script at the root of your Godot Git clone. | |
:: CC0 1.0 Universal | |
set threads=%NUMBER_OF_PROCESSORS% | |
:: Set MinGW path | |
set PATH=%PROGRAMFILES%\mingw-w64\x86_64-6.2.0-posix-seh-rt_v5-rev0\mingw64\bin\;%PATH% |
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#!/bin/sh -x | |
# This script must be run from a macOS system with | |
# Xcode installed. | |
# Place this script at the root of your Godot Git clone. | |
# CC0 1.0 Universal | |
# Number of CPU threads to use for compilation (no "nproc" on macOS...) | |
nproc=4 |
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#!/bin/sh -x | |
# This script must be run from a macOS machine with Xcode installed. | |
# Place this script at the root of your Godot Git clone. | |
# CC0 1.0 Universal | |
# Number of CPU threads to use for compilation (no "nproc" on macOS...) | |
nproc=4 |