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# Workflow | ||
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Some of this information may seem obvious if you've been using Godot for a while, | ||
but I'll include it anyway since I didn't know for a while. | ||
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## GDExtension | ||
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You're probably gonna want to spend most of your time in the `pets-lib` folder. | ||
This is where the Rust side of the codebase is in. The `pets-gd` folder has the | ||
Godot project, but that's edited with the actual Godot editor. Plus, there are | ||
symlinks to most of the important stuff in `pets-lib` anyway. | ||
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When you finish making changes, build the library with `cargo run` and start the | ||
game. Pretty self-explanatory from there. For quick edits, `cargo-watch` is your | ||
friend. | ||
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## Starting from CLI | ||
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There's a quickstart script in `pets-lib` for my CLI text editor bois. The | ||
`./run` script just opens the main scene using the `godot` command with whatever | ||
arguments you give. This is pretty nice for testing purposes, but don't worry | ||
about reloading the editor each time... Hot reloads are now supported by Godot! | ||
You should only have to reload it when making a new class or changing fields on | ||
a class, or anything along those lines. | ||
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Refer to | ||
[this wiki page](https://docs.godotengine.org/en/stable/tutorials/editor/command_line_tutorial.html) | ||
for arguments n stuff to pass into these scripts. One useful argument is `-e`, | ||
which opens the editor instead of running the scene as a game. |