Converted buildings loading to flecs
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11
Makefile
11
Makefile
@@ -2,8 +2,10 @@ ARCH=$(patsubst aarch64,arm64,$(shell uname -m))
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BLENDER = ../../blender-3.6.20-linux-x64/blender
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SERVER = src/godot/bin/godot_server.x11.opt.tools.$(ARCH)
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EDITOR_PLATFORM=x11es
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EDITOR2_PLATFORM=x11
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DEMO_PLATFORMS=x11 x11es
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EDITOR = src/godot/bin/godot.$(EDITOR_PLATFORM).opt.tools.$(ARCH)
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EDITOR2 = src/godot/bin/godot.$(EDITOR2_PLATFORM).opt.tools.$(ARCH)
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.PHONY: all godot-editor-main export export-models export-clothes \
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export-clean export-linux-demo export-windows-demo \
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@@ -28,12 +30,13 @@ $(foreach pt,$(DEMO_PLATFORMS),$(eval $(call build_godot_platform,$(pt))))
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godot-main: $(GODOT_MAIN_TARGETS) godot-editor-main godot-server-main
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godot-server-main: $(SERVER)
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godot-editor-main: $(EDITOR)
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$(SERVER): patch
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cd src/godot; \
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scons platform=server arch=$(ARCH) target=release_debug tools=yes custom_modules=../modules -j16
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godot-editor-main: $(EDITOR) $(EDITOR2)
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#$(SERVER): patch
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# cd src/godot; \
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# scons platform=server arch=$(ARCH) target=release_debug tools=yes custom_modules=../modules -j16
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$(eval $(call build_godot,server,release_debug,yes,$(SERVER),patch))
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$(eval $(call build_godot,x11es,release_debug,yes,$(EDITOR),patch))
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$(eval $(call build_godot,x11,release_debug,yes,$(EDITOR2),patch))
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patch: ./src/godot/scene/animation/skeleton_ik.cpp
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cd ./src/godot && git reset --hard HEAD && rm -Rf platform/x11es && for p in ../patches/*.patch; do git apply $$p; done
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sed -e 's/ERR_FAIL_COND_V(-1 == p_task->root_bone, false);//g' -i ./src/godot/scene/animation/skeleton_ik.cpp
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