build steps
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@echo off
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REM Build the Windows (Desktop) target: native GDExtension + managed C# DLLs.
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REM Run from the repo root.
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setlocal
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if not exist thirdparty\leanclr\CMakeLists.txt (
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git submodule update --init --recursive
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)
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REM Re-apply the LeanCLR NotImplemented patch if a fresh submodule overwrote it.
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findstr /C:"LEANCLR_FATAL_ON_RAISE_NOT_IMPLEMENTED_ERROR 1" thirdparty\leanclr\src\runtime\build_config.h >nul 2>&1
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if %errorlevel% == 0 (
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echo [build-windows] Re-applying leanclr NotImplemented patch...
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powershell -Command "(Get-Content thirdparty/leanclr/src/runtime/build_config.h) -replace 'LEANCLR_FATAL_ON_RAISE_NOT_IMPLEMENTED_ERROR 1', 'LEANCLR_FATAL_ON_RAISE_NOT_IMPLEMENTED_ERROR 0' | Set-Content thirdparty/leanclr/src/runtime/build_config.h"
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)
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cmake -S . -B build-master -DCMAKE_BUILD_TYPE=Debug || exit /b 1
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python tools\..\..\tools\binding_generator\generate_bindings.py --api build-master\_deps\godot-cpp-src\gdextension\extension_api.json
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if errorlevel 1 (
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REM python3 not on PATH; try py launcher as a fallback.
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py tools\binding_generator\generate_bindings.py --api build-master\_deps\godot-cpp-src\gdextension\extension_api.json
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)
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cmake -S . -B build-master -DCMAKE_BUILD_TYPE=Debug || exit /b 1
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cmake --build build-master --config Debug --target leanclr_godot || exit /b 1
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dotnet msbuild managed\GodotSharpCompat\GodotSharpCompat.csproj -p:Configuration=Debug || exit /b 1
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dotnet msbuild project\Game.csproj -p:Configuration=Debug || exit /b 1
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echo [build-windows] Done. Run with: "C:\path\to\Godot.exe" --path project
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