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Many new contributors want to add information on -j multicore option for SCons in "Compiling for X" pages as they seem to skip the intro, so let's make it prominent.
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.. _doc_compiling_for_windows:
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Compiling for Windows
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=====================
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.. highlight:: shell
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Requirements
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------------
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For compiling under Windows, the following is required:
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- Visual C++, `Visual
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Studio Community <https://www.visualstudio.com/vs/community/>`__
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(recommended), version 2013 (12.0) or later.
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**Make sure you read Installing Visual Studio caveats below or you
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will have to run/download the installer again.**
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- `Python 2.7+ or Python 3.5+ <https://www.python.org/downloads/>`__.
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- `Pywin32 Python Extension <https://github.com/mhammond/pywin32>`__
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for parallel builds (which increase the build speed by a great factor).
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- `SCons <https://www.scons.org>`__ build system.
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.. seealso:: For a general overview of SCons usage for Godot, see
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:ref:`doc_introduction_to_the_buildsystem`.
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Setting up SCons
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----------------
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Python adds the interpreter (python.exe) to the path. It usually
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installs in ``C:\Python`` (or ``C:\Python[Version]``). SCons installs
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inside the Python install (typically in the ``Scripts`` folder) and
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provides a batch file called ``scons.bat``.
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The location of this file can be added to the path or it can simply be
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copied to ``C:\Python`` together with the interpreter executable.
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To check whether you have installed Python and SCons correctly, you can
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type ``python --version`` and ``scons --version`` into the
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Windows Command Prompt (``cmd.exe``).
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If commands above do not work, make sure you add Python to your PATH
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environment variable after installing it, and check again.
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Setting up Pywin32
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------------------
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Pywin32 is required for parallel builds using multiple CPU cores.
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If SCons is issuing a warning about Pywin32 after parsing SConstruct
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build instructions, when beginning to build, you need to install it properly
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from the correct installer executable for your Python version
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`located at Github. <https://github.com/mhammond/pywin32/releases>`__
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For example, if you installed a 32-bit version of Python 2.7, you would want
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to install the latest version of Pywin32 that is built for the mentioned version
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of Python. That executable installer would be named ``pywin32-221.win32-py2.7.exe``.
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The ``amd64`` version of Pywin32 is for a 64-bit version of Python
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``pywin32-221.win-amd64-py2.7.exe``. Change the ``py`` number to install for
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your version of Python (check via ``python --version`` mentioned above).
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.. _doc_compiling_for_windows_install_vs:
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Installing Visual Studio caveats
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--------------------------------
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If installing Visual Studio 2015 or later, make sure to run **Custom** installation, not
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**Typical** and select C++ as language there (and any other things you might
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need). The installer does not install C++ by default. C++ was the
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`only language made optional <https://blogs.msdn.microsoft.com/vcblog/2015/07/24/setup-changes-in-visual-studio-2015-affecting-c-developers/>`__
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in Visual Studio 2015.
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If you have already made the mistake of installing a **Typical**,
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installation, rerun the executable installer you downloaded from
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internet, it will give you a **Modify** Button option. Running the
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install from Add/Remove programs will only give you the "Repair" option,
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which will do nothing for your problem.
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If you're using Express, make sure you get/have a version that can
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compile for ***C++, Desktop***.
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Downloading Godot's source
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--------------------------
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`Godot's <https://github.com/godotengine/godot>`__ source is hosted on
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GitHub. Downloading it (cloning) via `Git <https://git-scm.com/>`__ is recommended.
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The tutorial will presume from now on that you placed the source into
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``C:\godot``.
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Compiling
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---------
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SCons will not be able out of the box to compile from the
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Windows Command Prompt (``cmd.exe``) because SCons and Visual C++ compiler
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will not be able to locate environment variables and executables they
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need for compilation.
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Therefore, you need to start a Visual Studio command prompt. It sets up
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environment variables needed by SCons to locate the compiler.
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It should be called similar to one of the below names (for your
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respective version of Visual Studio):
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* "Developer Command Prompt for VS2013"
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* "VS2013 x64 Native Tools Command Prompt"
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* "VS2013 x86 Native Tools Command Prompt"
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* "VS2013 x64 Cross Tools Command Prompt"
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* "VS2013 x86 Cross Tools Command Prompt"
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You should be able to find at least the Developer Command Prompt for
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your version of Visual Studio in your start menu.
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However Visual Studio sometimes seems to not install some of the above
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shortcuts, except the Developer Console at these locations that are
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automatically searched by the start menu search option:
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::
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Win 7:
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C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Visual Studio 2015\Visual Studio Tools
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C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Visual Studio 2013\Visual Studio Tools
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If you found the Developer Console, it will do for now to create a 32-bit
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version of Godot, but if you want the 64-bit version, you might need
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to setup the prompts manually for easy access.
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If you don't see some of the shortcuts, "How the prompts actually work"
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section below will explain how to setup these prompts if you need them.
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About the Developer/Tools Command Prompts and the Visual C++ compiler
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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There is a few things you need to know about these consoles and the
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Visual C++ compiler.
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Your Visual Studio installation will ship with several Visual C++
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compilers, them being more or less identical, however each ``cl.exe``
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(Visual C++ compiler) will compile Godot for a different architecture
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(32-bit x86 or 64-bit x86; the ARM compiler is not supported).
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The **Developer Command Prompt** will build a 32-bit version of Godot by
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using the 32-bit Visual C++ compiler.
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**Native Tools** Prompts (mentioned above) are used when you want the
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32-bit cl.exe to compile a 32-bit executable (x86 Native Tools
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Command Prompt). For the 64-bit cl.exe, it will compile a 64-bit
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executable (x64 Native Tools Command Prompt).
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The **Cross Tools** are used when your Windows is using one architecture
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(32-bit, for example) and you need to compile to a different
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architecture (64-bit). As you might be familiar, 32-bit Windows can not
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run 64-bit executables, but you still might need to compile for them.
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For example:
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* "VS2013 x64 Cross Tools Command Prompt" will use a 32-bit cl.exe that
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will compile a 64 bit application.
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* "VS2013 x86 Cross Tools Command Prompt" will use a 64-bit cl.exe that
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will compile a 32-bit application. This one is useful if you are
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running a 32-bit Windows.
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On a 64-bit Windows, you can run any of above prompts and compilers
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(``cl.exe`` executables) because 64-bit Windows can run any 32-bit
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application. 32-bit Windows cannot run 64-bit executables, so the
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Visual Studio installer won't even install shortcuts for some of
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these prompts.
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Note that you need to choose the **Developer Console** or the correct
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**Tools Prompt** to build Godot for the correct architecture. Use only
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Native Prompts if you are not sure yet what exactly Cross Compile
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Prompts do.
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Running SCons
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~~~~~~~~~~~~~
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Once inside the **Developer Console/Tools Console Prompt**, go to the
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root directory of the engine source code and type:
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::
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C:\godot> scons platform=windows
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Tip: if you installed "Pywin32 Python Extension" you can append the -j
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command to instruct SCons to run parallel builds like this:
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::
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C:\godot> scons -j6 platform=windows
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In general, it is OK to have at least as many threads compiling Godot as
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you have cores in your CPU, if not one or two more. Feel free to add the
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-j option to any SCons command you see below if you setup the
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"Pywin32 Python Extension".
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If all goes well, the resulting binary executable will be placed in
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``C:\godot\bin\`` with the name of ``godot.windows.tools.32.exe`` or
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``godot.windows.tools.64.exe``. SCons will automatically detect what
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compiler architecture the environment (the prompt) is setup for and will
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build a corresponding executable.
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This executable file contains the whole engine and runs without any
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dependencies. Executing it will bring up the Project Manager.
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.. note:: If you are compiling Godot for production use, then you can
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make the final executable smaller and faster by adding the
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SCons option ``target=release_debug``.
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How the prompts actually work
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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The Visual Studio command prompts are just shortcuts that call the
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standard Command Prompt and have it run a batch file before giving you
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control. The batch file itself is called **vcvarsall.bat** and it sets up
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environment variables, including the PATH variable, so that the correct
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version of the compiler can be run. The Developer Command Prompt calls a
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different file called **VsDevCmd.bat** but none of the other tools that
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this batch file enables are needed by Godot/SCons.
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Since you are probably using Visual Studio 2013 or 2015, if you need to
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recreate them manually, use the below folders, or place them on the
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desktop/taskbar:
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::
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C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Visual Studio 2015\Visual Studio Tools
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C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Visual Studio 2013\Visual Studio Tools
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Start the creation of the shortcut by pressing the ``right mouse
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button/New/Shortcut`` in an empty place in your desired location.
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Then copy one of these commands below for the corresponding tool you
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need into the "Path" and "Name" sections of the shortcut creation
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wizard, and fix the path to the batch file if needed.
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* Visual Studio 2013 is in the "Microsoft Visual Studio 12.0" folder.
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* Visual Studio 2015 is in the "Microsoft Visual Studio 14.0" folder.
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* etc.
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::
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Name: Developer Command Prompt for VS2013
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Path: %comspec% /k ""C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\VsDevCmd.bat""
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Name: VS2013 x64 Cross Tools Command Prompt
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Path: %comspec% /k ""C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat"" x86_amd64
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Name: VS2013 x64 Native Tools Command Prompt
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Path: %comspec% /k ""C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat"" amd64
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Name: VS2013 x86 Native Tools Command Prompt
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Path: %comspec% /k ""C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat"" x86
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Name: VS2013 x86 Cross Tools Command Prompt
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Path: %comspec% /k ""C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat"" amd64_x86
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After you create the shortcut, in the shortcut's properties, that you
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can access by right clicking with your mouse on the shortcut itself, you
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can choose the starting directory of the command prompt ("Start in"
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field).
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Some of these shortcuts (namely the 64-bit compilers) seem to not be
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available in the Express edition of Visual Studio or Visual C++. Before
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recreating the commands, make sure that ``cl.exe`` executables are present
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in one of these locations, they are the actual compilers for the
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architecture you want to build from the command prompt.
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::
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x86 (32-bit) cl.exe
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C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\cl.exe
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x86 (32-bit) cl.exe for cross-compiling for 64-bit Windows.
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C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\x86_amd64\cl.exe
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x64 (64-bit) cl.exe
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C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\amd64\cl.exe
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x64 (64-bit) cl.exe for cross-compiling for 32-bit Windows.
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C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\amd64_x86\cl.exe
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In case you are wondering what these prompt shortcuts do, they call ``cmd.exe``
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with the ``\k`` option and have it run a Batch file.
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::
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%comspec% - path to cmd.exe
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\k - keep alive option of the command prompt
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remainder - command to run via cmd.exe
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cmd.exe \k(eep cmd.exe alive after commands behind this option run) ""runme.bat"" with_this_option
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How to run an automated build of Godot
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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If you just need to run the compilation process via a Batch file or
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directly in the Windows Command Prompt you need to use the
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following command:
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::
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"C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat" x86
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with one of the following parameters:
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* x86 (32-bit cl.exe to compile for the 32-bit architecture)
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* amd64 (64-bit cl.exe to compile for the 64-bit architecture)
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* x86_amd64 (32-bit cl.exe to compile for the 64-bit architecture)
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* amd64_x86 (64-bit cl.exe to compile for the 32-bit architecture)
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and after that one, you can run SCons:
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::
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scons platform=windows
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or you can run them together:
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::
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32-bit Godot
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"C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat" x86 && scons platform=windows
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64-bit Godot
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"C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat" amd64 && scons platform=windows
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Development in Visual Studio or other IDEs
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------------------------------------------
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For most projects, using only scripting is enough but when development
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in C++ is needed, for creating modules or extending the engine, working
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with an IDE is usually desirable.
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You can create a Visual Studio solution via SCons by running SCons with
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the ``vsproj=yes`` parameter, like this:
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::
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scons p=windows vsproj=yes
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You will be able to open Godot's source in a Visual Studio solution now,
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and able to build Godot via the Visual Studio **Build** button. However,
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make sure that you have installed Pywin32 so that parallel (-j) builds
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work properly.
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If you need to edit the compilation commands, they are located in
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"Godot" project settings, NMAKE sheet. SCons is called at the end of
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the commands. If you make a mistake, copy the command from one of the
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other build configurations (debug, release_debug, release) or
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architectures (Win32/x64). They are equivalent.
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Cross-compiling for Windows from other operating systems
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--------------------------------------------------------
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If you are a Linux or macOS user, you need to install `MinGW-w64 <https://mingw-w64.org/doku.php>`_,
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which typically comes in 32-bit and 64-bit variants. The package names
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may differ based on your distro, here are some known ones:
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+---------------+--------------------------------------------------------+
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| **Arch** | :: |
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| | pacman -S scons mingw-w64-gcc |
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+---------------+--------------------------------------------------------+
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| **Debian** / | :: |
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| **Ubuntu** | |
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| | apt-get install scons mingw-w64 |
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+---------------+--------------------------------------------------------+
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| **Fedora** | :: |
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| | dnf install scons mingw32-gcc-c++ mingw64-gcc-c++ |
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+---------------+--------------------------------------------------------+
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| **macOS** | :: |
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| | brew install scons mingw-w64 |
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+---------------+--------------------------------------------------------+
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| **Mageia** | :: |
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| | urpmi scons mingw32-gcc-c++ mingw64-gcc-c++ |
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+---------------+--------------------------------------------------------+
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Before allowing you to attempt the compilation, SCons will check for
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the following binaries in your ``$PATH``:
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::
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i686-w64-mingw32-gcc
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x86_64-w64-mingw32-gcc
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If the binaries are not located in the ``$PATH`` (e.g. ``/usr/bin``),
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you can define the following environment variables to give a hint to
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the build system:
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::
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export MINGW32_PREFIX="/path/to/i686-w64-mingw32-"
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export MINGW64_PREFIX="/path/to/x86_64-w64-mingw32-"
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To make sure you are doing things correctly, executing the following in
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the shell should result in a working compiler (the version output may
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differ based on your system):
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::
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user@host:~$ ${MINGW32_PREFIX}gcc --version
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i686-w64-mingw32-gcc (GCC) 6.1.0 20160427 (Mageia MinGW 6.1.0-1.mga6)
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Troubleshooting
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~~~~~~~~~~~~~~~
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Cross-compiling from some versions of Ubuntu may lead to `this bug <https://github.com/godotengine/godot/issues/9258>`_,
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due to a default configuration lacking support for POSIX threading.
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You can change that configuration following those instructions,
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for 32-bit:
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::
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sudo update-alternatives --config i686-w64-mingw32-gcc
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<choose i686-w64-mingw32-gcc-posix from the list>
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sudo update-alternatives --config i686-w64-mingw32-g++
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<choose i686-w64-mingw32-g++-posix from the list>
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And for 64-bit:
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::
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sudo update-alternatives --config x86_64-w64-mingw32-gcc
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<choose x86_64-w64-mingw32-gcc-posix from the list>
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sudo update-alternatives --config x86_64-w64-mingw32-g++
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<choose x86_64-w64-mingw32-g++-posix from the list>
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Creating Windows export templates
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---------------------------------
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Windows export templates are created by compiling Godot as release, with
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the following flags:
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- (using Mingw32 command prompt, using the bits parameter)
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::
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C:\godot> scons platform=windows tools=no target=release bits=32
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C:\godot> scons platform=windows tools=no target=release_debug bits=32
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- (using Mingw-w64 command prompt, using the bits parameter)
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::
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C:\godot> scons platform=windows tools=no target=release bits=64
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C:\godot> scons platform=windows tools=no target=release_debug bits=64
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- (using the Visual Studio command prompts for the correct
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architecture, notice the lack of bits parameter)
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::
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C:\godot> scons platform=windows tools=no target=release
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C:\godot> scons platform=windows tools=no target=release_debug
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If you plan on replacing the standard templates, copy these to:
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::
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C:\USERS\YOURUSER\AppData\Roaming\Godot\Templates
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With the following names:
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::
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windows_32_debug.exe
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windows_32_release.exe
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windows_64_debug.exe
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windows_64_release.exe
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However, if you are writing your custom modules or custom C++ code, you
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might instead want to configure your binaries as custom export templates
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here:
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.. image:: img/wintemplates.png
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You don't even need to copy them, you can just reference the resulting
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files in the ``bin\`` directory of your Godot source folder, so the next
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time you build you automatically have the custom templates referenced.
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