Move docs from build.py back to README.md

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2025-06-13 17:02:53 -04:00
parent b116131d16
commit 4d6cc498fd
2 changed files with 90 additions and 63 deletions

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#!/usr/bin/python3
#
# The one-and-only build script for luprex.
# This is the one-and-only build script for luprex!
#
# Do not follow any of the build instructions on the Unreal Engine
# websites! Instead, use these instructions.
# websites! Instead, use this script. The instructions for this
# script are in README.md
#
#
# HOW TO BUILD THE FIRST TIME
#
# First, install the following software:
#
# apt-get install git-lfs
# apt-get install code
# apt-get install dotnet6
# apt-get install clangd-15 or better.
#
# Then, git clone the UnrealEngine and integration repositories:
#
# cd $HOME
# git clone https://github.com/EpicGames/UnrealEngine.git
# git clone https://www.gnaut.com/team/integration.git
#
# It is important that these two repositories be located
# at $HOME/UnrealEngine and $HOME/integration.
#
# Of course, you will have to jump through a bunch of hoops to
# get access to these repositories. See the instructions on the
# unreal engine website.
#
# After cloning the two repositories, change directory into
# the "integration" repository and run "build.py all".
# This will build both unreal engine and integration. It will
# also build project files for vscode, an intellisense database,
# and several other things. Once it is done, everything is built.
# You can start up the debugger.
#
#
# HOW TO REBUILD WHEN YOU'VE EDITED SOMETHING
#
# You can also use "build.py all" to rebuild. This is the preferred
# way to rebuild when you aren't sure what's been edited. However,
# this takes almost 30 seconds even when there's nothing new to build,
# so it can be a little slow.
#
# If you're sure that the only thing you've edited recently are
# C++ files in the integration repository, then you can get away with
# doing a lightweight build: "build.py c++". This only works if you've
# already completed a successful full build, and the only thing you've
# done since then is edit C++ files in integration. If you've edited
# anything else, you need to use "build.py all" to rebuild.
#
# Editing Lua or Blueprint code doesn't require any kind of rebuild.
#
#
# USING VISUAL STUDIO CODE
#
# To start up vscode, change directory to the integration repository,
# and run "code Integration.code-workspace". From inside vscode, you can
# use Terminal/Run_Build_Task to run "build.py all" or "build.py c++".
# You can also select Run/Start_Debugging to launch the game.
#
# The first time you launch vscode, you will see a popup about
# recommended extensions. These are actually recommended by this
# script, build.py, so they're actually good recommendations. Install
# them: you will only have to do this once.
#