diff --git a/README.md b/README.md index b351233d..32db05d3 100644 --- a/README.md +++ b/README.md @@ -24,7 +24,11 @@ Git Clone the integration Repository Apply patches and build everything: - Change directory to $HOME/integration - python3 build-everything.py - - Everything is now ready to go. + - + - Note: build-everything is mainly intended for the *initial* build. + - If you want to edit the code and recompile, it is okay to use + - build-everything.py a second time, but it's unnecessarily slow. + - It's much faster to edit and recompile using visual studio code. Launch Integration in the Debugger - Change directory to $HOME/integration diff --git a/patch-both-repositories.py b/build-everything.py similarity index 85% rename from patch-both-repositories.py rename to build-everything.py index 35287d14..b7413c50 100755 --- a/patch-both-repositories.py +++ b/build-everything.py @@ -1,21 +1,25 @@ #!/usr/bin/python3 # -# This python script patches both the UnrealEngine and the -# integration repositories. It is necessary to do this before -# trying to build integration or UnrealEngine. If something -# generated by this script gets overwritten, it is perfectly safe -# to run this script again. +# This python script builds integration from scratch. That includes: # -# Files generated: +# - Generating BuildConfiguration.xml in integration repository +# - Generating BuildConfiguration.xml in UnrealEngine repository +# - Hardwiring paths into Source/Integration/lpx-paths.hpp +# - Generating Integration.uproject +# - Generating Integration.code-workspace +# - Patching LogMacros.cpp in UnrealEngine repository +# - Running Setup.sh in the UnrealEngine repository +# - Building luprex +# - Building ShaderCompileWorker +# - Building integration # -# INTEGRATION/Saved/UnrealBuildTool/BuildConfiguration.xml -# INTEGRATION/Integration.uproject -# INTEGRATION/Integration.code-workspace -# INTEGRATION/Makefile -# INTEGRATION/Source/Integration/lpx-paths.hpp -# -# UNREALENGINE/Engine/Saved/UnrealBuildTool/BuildConfiguration.xml -# UNREALENGINE/Engine/Source/Runtime/Core/Private/Logging/LogMacros.cpp +# Once this is all done, everything is ready to go. It is now possible to +# start up the IDE and run luprex in the debugger. +# +# This script is mainly intended for the *initial* build. +# If you want to edit the code and recompile, it is okay to use +# this script a second time, but it's unnecessarily slow. +# It's much faster to edit and recompile using the IDE. # import sys, os, json, shutil