diff options
-rw-r--r-- | main/main.cpp | 13 | ||||
-rw-r--r-- | misc/dist/linux/godot.6 | 16 | ||||
-rw-r--r-- | misc/dist/shell/_godot.zsh-completion | 6 | ||||
-rw-r--r-- | misc/dist/shell/godot.bash-completion | 2 | ||||
-rw-r--r-- | misc/dist/shell/godot.fish | 6 |
5 files changed, 25 insertions, 18 deletions
diff --git a/main/main.cpp b/main/main.cpp index 2a08b03b96..e77b2f1d8e 100644 --- a/main/main.cpp +++ b/main/main.cpp @@ -407,10 +407,11 @@ void Main::print_help(const char *p_binary) { OS::get_singleton()->print(" -s, --script <script> Run a script.\n"); OS::get_singleton()->print(" --check-only Only parse for errors and quit (use with --script).\n"); #ifdef TOOLS_ENABLED - 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"); - 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"); - OS::get_singleton()->print(" --export-debug <preset> <path> Same as --export, but using the debug template.\n"); - 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"); + 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"); + 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"); + OS::get_singleton()->print(" The target directory must exist.\n"); + 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"); + 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"); OS::get_singleton()->print(" --convert-3to4 [<max_file_kb>] [<max_line_size>] Converts project from Godot 3.x to Godot 4.x.\n"); 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"); 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"); @@ -1077,7 +1078,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph // run the project instead of a cmdline tool. // Needs full refactoring to fix properly. main_args.push_back(I->get()); - } else if (I->get() == "--export" || I->get() == "--export-debug" || + } else if (I->get() == "--export-release" || I->get() == "--export-debug" || I->get() == "--export-pack") { // Export project // Actually handling is done in start(). editor = true; @@ -2473,7 +2474,7 @@ bool Main::start() { doc_tool_path = "."; parsed_pair = false; } - } else if (args[i] == "--export") { + } else if (args[i] == "--export-release") { editor = true; //needs editor _export_preset = args[i + 1]; } else if (args[i] == "--export-debug") { diff --git a/misc/dist/linux/godot.6 b/misc/dist/linux/godot.6 index 766be6d0a7..2af0cb1965 100644 --- a/misc/dist/linux/godot.6 +++ b/misc/dist/linux/godot.6 @@ -130,16 +130,22 @@ Run a script. \fB\-\-check\-only\fR Only parse for errors and quit (use with --script). .TP -\fB\-\-export\fR <preset> <path> -Export the project using the given preset and matching release template. The preset name should match one defined in export_presets.cfg. +\fB\-\-export\-release\fR <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. .br -<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. +<path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe'). +.br +The target directory must exist. .TP \fB\-\-export\-debug\fR <preset> <path> -Same as \-\-export, but using the debug template. +Export the project in debug mode using the given preset and output path. The preset name should match one defined in export_presets.cfg. +.br +<path> should be absolute or relative to the project directory, and include the filename for the binary (e.g. 'builds/game.exe'). +.br +The target directory must exist. .TP \fB\-\-export\-pack\fR <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. +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. .TP \fB\-\-doctool\fR <path> Dump the engine API reference to the given <path> in XML format, merging if existing files are found. diff --git a/misc/dist/shell/_godot.zsh-completion b/misc/dist/shell/_godot.zsh-completion index 18b74115bf..9b4ef52f3f 100644 --- a/misc/dist/shell/_godot.zsh-completion +++ b/misc/dist/shell/_godot.zsh-completion @@ -76,9 +76,9 @@ _arguments \ '--print-fps[print the frames per second to the stdout]' \ '(-s, --script)'{-s,--script}'[run a script]:path to script:_files' \ '--check-only[only parse for errors and quit (use with --script)]' \ - '--export[export the project using the given preset and matching release template]:export preset name then path' \ - '--export-debug[same as --export, but using the debug template]:export preset name then path' \ - '--export-pack[same as --export, but only export the game pack for the given preset]:export preset name then path' \ + '--export-release[export the project in release mode using the given preset and output path]:export preset name then path' \ + '--export-debug[export the project in debug mode using the given preset and output path]:export preset name then path' \ + '--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' \ '--convert-3to4[converts project from Godot 3.x to Godot 4.x]' \ '--validate-conversion-3to4[shows what elements will be renamed when converting project from Godot 3.x to Godot 4.x]' \ '--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' \ diff --git a/misc/dist/shell/godot.bash-completion b/misc/dist/shell/godot.bash-completion index 871c8f8eac..02dcc94033 100644 --- a/misc/dist/shell/godot.bash-completion +++ b/misc/dist/shell/godot.bash-completion @@ -78,7 +78,7 @@ _complete_godot_options() { --print-fps --script --check-only ---export +--export-release --export-debug --export-pack --convert-3to4 diff --git a/misc/dist/shell/godot.fish b/misc/dist/shell/godot.fish index 9cbec8a4f6..4f7803124b 100644 --- a/misc/dist/shell/godot.fish +++ b/misc/dist/shell/godot.fish @@ -98,9 +98,9 @@ complete -c godot -l print-fps -d "Print the frames per second to the stdout" # Standalone tools: complete -c godot -s s -l script -d "Run a script" -r complete -c godot -l check-only -d "Only parse for errors and quit (use with --script)" -complete -c godot -l export -d "Export the project using the given preset and matching release template" -x -complete -c godot -l export-debug -d "Same as --export, but using the debug template" -x -complete -c godot -l export-pack -d "Same as --export, but only export the game pack for the given preset" -x +complete -c godot -l export-release -d "Export the project in release mode using the given preset and output path" -x +complete -c godot -l export-debug -d "Export the project in debug mode using the given preset and output path" -x +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 complete -c godot -l convert-3to4 -d "Converts project from Godot 3.x to Godot 4.x" 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" 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 |