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Add dev_build and dev_mode flags to SCons compilation instructions for desktop editor pages

Open jonathansekela opened this issue 1 year ago • 4 comments

This is for Issue #10018.

Add instructions to compile SCons with dev_build=yes and dev_mode=yes flags to desktop documentation pages.

jonathansekela avatar Sep 29 '24 03:09 jonathansekela

For @bruvzg 's mention on The dev_build parameter being the specific one making sure the debug symbols are included and dev_mode doing something slightly different, I'm assuming I should modify the documentation to reflect what each parameter does specifically?

jonathansekela avatar Sep 29 '24 16:09 jonathansekela

Alternatively, I could just put a link to the Introduction page's development and production aliases headline: https://docs.godotengine.org/en/stable/contributing/development/compiling/introduction_to_the_buildsystem.html#development-and-production-aliases

This entire PR stems from the idea that many first-time contributors skip the Introduction documentation and go directly to their personal platform's installation instructions. Any ideas on the best way to give them the information they need as unobtrusively as possible?

jonathansekela avatar Sep 29 '24 16:09 jonathansekela

Alternatively, I could just put a link to the Introduction page's development and production aliases headline

This probably is a better option, and will avoid unnecessary duplication of the same info on multiple pages. use breakpoints while developing feels too broad and does not mention any negative effects. Most users probably do not want to use it, since disabling optimizations make the engine a lot slower.

bruvzg avatar Sep 29 '24 17:09 bruvzg

What about another tip or note box, just before or after the one about the one about production=yes?

Tip If you are compiling Godot to make changes or contribute to the engine, you may want to use the SCons options dev_build=yes or dev_mode=yes. See https://docs.godotengine.org/en/stable/contributing/development/compiling/introduction_to_the_buildsystem.html#development-and-production-aliases for more info.

(The section for dev_build is immediately after the linked section, so just the one link should suffice.)

tetrapod00 avatar Sep 29 '24 18:09 tetrapod00

@jonathansekela Not sure if you're still working on changes, but you still need to add an anchor to the section heading that is being linked to. (The internal link syntax doesn't automatically generate one, we have to add them manually whenever we link from other pages)

Ah, and this definitely does need a rebase now. You can use that linked tutorial on squashing

tetrapod00 avatar Nov 19 '24 23:11 tetrapod00

dear god everyone saw that too

I'm so sorry, that was an abysmal showing on my part. I'm not quite sure what went wrong, but something definitely went wrong when I tried to rebase. I promise I tried to follow the instructions, but obviously not very well. I finally managed to get my fork of godot-docs squashed down to one commit. I'll continue by adding the anchor to the section heading.

jonathansekela avatar Nov 20 '24 00:11 jonathansekela

It's okay, it's not very straightforward the first time you do it. I've messed up my share of rebases too.

Looks like you got to a single squashed commit. FYI now that you have a single commit (and in future PRs), you can use an amend workflow as an alternative to multiple commits and squashing.

tetrapod00 avatar Nov 20 '24 00:11 tetrapod00

Alright, my fork should be ship-shape and ready for review now. I figured out why my amend didn't work as well - I was syncing, not force-pushing. Please let me know if you see anything else that might be a problem.

jonathansekela avatar Nov 20 '24 00:11 jonathansekela

Merged. Thanks and congrats on your first merged contribution!

mhilbrunner avatar Nov 20 '24 13:11 mhilbrunner

Cherrypicked to 4.3 in https://github.com/godotengine/godot-docs/pull/10347.

mhilbrunner avatar Nov 30 '24 07:11 mhilbrunner