diff --git a/README.md b/README.md index 84489f54..ba42387d 100644 --- a/README.md +++ b/README.md @@ -12,7 +12,6 @@ control of your own hardware overly complicated... and is also open-source! <3 - [Soundtrack](https://www.youtube.com/playlist?list=PLxLRTqK8yZMO14zFG12650hGkPOZYV_2p) - [Promo page](https://sparklet.org/pets) -- [Dialogue Toolkit](https://github.com/Lamby777/dialogical) - [Discord server](https://discord.gg/xEWa6Kwcad) --- @@ -34,26 +33,8 @@ the world, right? --- -## (Recommended...?) Workflow +## Contributing -IMPORTANT: Read the [SOPs](pets-lib/sop/index.md) for some instructions on common tasks. +Confused? Read the [SOPs](pets-lib/sop/index.md) for some instructions on common tasks. If you can't find what you're looking for there, open a ticket and I'll be happy to help you out and add an entry for future reference. - -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. - -There's a quickstart script in `pets-lib` for my CLI text editor bois. The -`run` script just opens the main scene 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. You should only have to reload it when -making a new class or changing fields on a class, or anything along those lines. - -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. - -When you finish making changes, build the library and start the game. Pretty -self-explanatory from there. diff --git a/pets-lib/sop/index.md b/pets-lib/sop/index.md index 2b67ed3a..10b9e044 100644 --- a/pets-lib/sop/index.md +++ b/pets-lib/sop/index.md @@ -6,4 +6,5 @@ also new contributors who are confused on where to start. ## Table of Contents +- [Workflow](workflow.md) - [Enemies](enemies.md) diff --git a/pets-lib/sop/workflow.md b/pets-lib/sop/workflow.md new file mode 100644 index 00000000..77ee0514 --- /dev/null +++ b/pets-lib/sop/workflow.md @@ -0,0 +1,29 @@ +# Workflow + +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. + +## GDExtension + +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. + +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. + +## Starting from CLI + +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. + +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.