Add a run
option to SCons to automatically run an engine binary after it was compiled
#11719
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run
option to SCons to automatically run an engine binary after it was compiled
#11719
and Add a command line argument to import projects from ZIP archives (like the project manager's Import button) #11717.
Describe the project you are working on
The Godot editor 🙂
Describe the problem or limitation you are having in your project
When you compile a Godot binary, you have to run it manually afterwards. This can be accomplished with an external command, but it's slower than letting SCons itself run the binary as SCons takes some time to shut down after running everything (usually 1-2 seconds). Also, if you don't run Godot after it's compiled, you may be distracted while doing something else.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Add a
run
option to SCons to automatically run an engine binary after it was successfully compiled. This option accepts an argument that will be passed to the engine binary as command line arguments. For example:When combined with #11717, this is where the feature becomes the most powerful:
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Modify the top-level
SConstruct
to add a new task that runs when the build finishes. This should only be done if the value of therun
option is a non-empty string.If this enhancement will not be used often, can it be worked around with a few lines of script?
You can write a shell script like gd-pr-test.sh, but such scripts are generally not cross-platform.
Is there a reason why this should be core and not an add-on in the asset library?
This is about improving the developer experience (DX) for engine contributors and power users.
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