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* GitHub CI/CD workflows to publish your library packages when creating a release ([.github/workflows/builds.yml](./.github/workflows/builds.yml))
@@ -18,18 +18,18 @@ To get started with your new GDExtension, do the following:
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* clone your repository to your local computer
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* initialize the godot-cpp git submodule via `git submodule update --init`
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* change the name of the compiled library file inside the [SConstruct](./SConstruct) file by modifying the `libname` string.
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* change the paths of the to be loaded library name inside the [demo/bin/example.gdextension](./demo/bin/example.gdextension) file, by replacing `EXTENSION-NAME` with the name you chose for `libname`.
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* change the `entry_symbol` string inside [demo/bin/example.gdextension](./demo/bin/example.gdextension) file.
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* change the paths of the to be loaded library name inside the [project/bin/example.gdextension](./project/bin/example.gdextension) file, by replacing `EXTENSION-NAME` with the name you chose for `libname`.
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* change the `entry_symbol` string inside [project/bin/example.gdextension](./project/bin/example.gdextension) file.
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* rename the `example_library_init` function in [src/register_types.cpp](./src/register_types.cpp) to the same name you chose for `entry_symbol`.
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* change the name of the `demo/bin/example.gdextension` file
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* change the name of the `project/bin/example.gdextension` file
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Now, you can build the project with the following command:
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```shell
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scons
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```
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If the build command worked, you can test it with the [demo](./demo) project. Import it into Godot, open it, and launch the main scene. You should see it print the following line in the console:
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If the build command worked, you can test it with the [project](./project) project. Import it into Godot, open it, and launch the main scene. You should see it print the following line in the console:
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