You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: README.rst
+6-6Lines changed: 6 additions & 6 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -241,7 +241,7 @@ Check Travis or Appveyor links above to see the current status of your platform.
241
241
This command will checkout CPython repo, move to a pinned commit and build
242
242
CPython from source.
243
243
244
-
It will then generate ``pythonscript/godot/bindings.pyx`` (Godot api bindings)
244
+
It will then generate ``gdpy/godot/bindings.pyx`` (Godot api bindings)
245
245
from GDNative's ``api.json`` and compile it.
246
246
This part is long and really memory demanding so be patient ;-)
247
247
When hacking godot-python you can heavily speedup this step by passing
@@ -305,7 +305,7 @@ First, export the project in .zip format.
305
305
306
306
Second, extract the .zip in a directory. For sake of example let's say the directory is called :code:`godotpythonproject`.
307
307
308
-
Third, copy the correct Python environment into this folder (if it hasn't been automatically included in the export). Inside your project folder, you will need to find :code:`/addons/pythonscript/x11-64`, replacing "x11-64" with the correct target system you are deploying to. Copy the entire folder for your system, placing it at the same relative position, e.g. :code:`godotpythonproject/addons/pythonscript/x11-64` if your unzipped directory was "godotpythonproject". Legally speaking you should also copy LICENSE.txt from the pythonscript folder. (The lazy option at this point is to simply copy the entire addons folder from your project to your unzipped directory.)
308
+
Third, copy the correct Python environment into this folder (if it hasn't been automatically included in the export). Inside your project folder, you will need to find :code:`/addons/gdpy/x11-64`, replacing "x11-64" with the correct target system you are deploying to. Copy the entire folder for your system, placing it at the same relative position, e.g. :code:`godotpythonproject/addons/gdpy/x11-64` if your unzipped directory was "godotpythonproject". Legally speaking you should also copy LICENSE.txt from the gdpy folder. (The lazy option at this point is to simply copy the entire addons folder from your project to your unzipped directory.)
309
309
310
310
Fourth, place a godot release into the directory. The Godot export menu has probably downloaded an appropriate release already, or you can go to Editor -> Manage Export Templates inside Godot to download fresh ones. These are stored in a location which depends on your operating system. For example, on Windows they may be found at :code:`%APPDATA%\Godot\templates\ `; in Linux or OSX it is :code:`~/.godot/templates/`. Copy the file matching your export. (It may matter whether you selected "Export With Debug" when creating the .zip file; choose the debug or release version accordingly.)
311
311
@@ -317,17 +317,17 @@ See also `this issue <https://github.com/touilleMan/godot-python/issues/146>`_.
317
317
318
318
In essence, godot-python installs a python interpreter inside your project which can then be distributed as part of the final game. Python packages you want to use need to be installed for that interpreter and of course included in the final release. This can be accomplished by using pip to install packages; however, pip is not provided, so it must be installed too.
319
319
320
-
First, locate the correct python interpreter. This will be inside your project at :code:`addons\pythonscript\windows-64\python.exe` for 64-bit Windows, :code:`addons/pythonscript/ox-64/bin/python3` for OSX, etc. Then install pip by running:
320
+
First, locate the correct python interpreter. This will be inside your project at :code:`addons\gdpy\windows-64\python.exe` for 64-bit Windows, :code:`addons/gdpy/ox-64/bin/python3` for OSX, etc. Then install pip by running:
(substituting the correct python for your system). Any other method of installing pip at this location is fine too, and this only needs to be done once. Afterward, any desired packages can be installed by running
again, substituting the correct python executable, and replacing numpy with whatever packages you desire. The package can now be imported in your Python code as normal.
333
333
@@ -348,7 +348,7 @@ In your :code:`project.godot` file, add the following section::
348
348
In addition to the usual::
349
349
350
350
[gdnative]
351
-
singletons=[ "res://pythonscript.gdnlib" ]
351
+
singletons=[ "res://gdpy.gdnlib" ]
352
352
353
353
You can use any name for the python file and the class name
0 commit comments