set export BUILD_NAME := "change_me" build: format # Compiling Editor cd engine/ && scons target=editor symbols=yes optimization=debug dev_build=yes linker=mold use_llvm=yes compiledb=yes custom_modules="../modules" run: build # Running Editor engine/bin/godot.linuxbsd.editor.dev.x86_64.llvm --editor --path project package-project: mkdir -p build/ engine/bin/godot.linuxbsd.editor.dev.x86_64.llvm --editor --path project --headless --export-pack "Linux" ../build/{{BUILD_NAME}}.pck compile-release platform: build # Compiling {{platform}} Release cd engine/ && scons platform={{platform}} target=template_release arch=x86_64 linker=mold use_llvm=yes compiledb=yes custom_modules="../modules" package-release-linuxbsd: (compile-release "linuxbsd") package-project # Prepare build output mkdir -p build/linuxbsd # Copy required files cp engine/bin/godot.linuxbsd.template_release.x86_64.llvm build/linuxbsd/{{BUILD_NAME}}.x86_64 cp build/{{BUILD_NAME}}.pck build/linuxbsd/ cd build/ && zip -r {{BUILD_NAME}}-linuxbsd-x86_64.zip linuxbsd # Completed Linux Release Build package-release-windows: (compile-release "windows") package-project # Prepare build output mkdir -p build/windows # Copy required files cp engine/bin/godot.windows.template_release.x86_64.exe build/windows/{{BUILD_NAME}}.exe cp build/{{BUILD_NAME}}.pck build/windows/ cd build/ && zip -r {{BUILD_NAME}}-windows-x86_64.zip windows # Completed Windows Release Build package-release-all: package-release-windows package-release-linuxbsd initialize-template projectname: # Initializing Template {{projectname}} sed -i -e "s/PROJECT/{{projectname}}/g" ./modules/PROJECT/register_types.h ./modules/PROJECT/register_types.cpp ./project/project.godot ./project/export_presets.cfg .gitignore sed -i -e "s/change_me/{{projectname}}/" ./justfile mv ./modules/PROJECT ./modules/{{projectname}} format: # Formatting Custom Modules clang-format -i $(find modules/ -iname '*.h' -o -iname '*.c' -o -iname '*.hpp' -o -iname '*.cpp' -o -iname '*.hxx' -o -iname '*.cxx')