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Reflect the changes to Rider setup after the fix of the project generation logic to support any OS without MSVC toolchain
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contributing/development/compiling/index.rst

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:allow_comments: False
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.. _doc_compiling_index:
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Building from source
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====================
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contributing/development/configuring_an_ide/rider.rst

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Importing the project
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---------------------
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You will need to install `Python <https://www.python.org/>`_ in your development environment
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along with `MinGW <https://www.mingw-w64.org/downloads/>`_. You will also need the Visual Studio C++ Build Tools, which
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you can install using the Visual Studio Installer. Ensure all dependencies are installed
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before you continue to the next steps.
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.. tip:: If you already use Visual Studio as your main IDE, you can use the same solution file in Rider.
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Rider and Visual Studio use the same solution format, so you can switch between the two IDEs without rebuilding the solution file.
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Debug configurations need to be changed when going from one IDE to another.
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Rider requires a solution file to work on a C++ project. While Godot does not come
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with a solution file, it can be generated using SCons.
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- Navigate to the Godot root folder and open a Command Prompt or PowerShell window.
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- Copy, paste and run the next command to generate the solution.
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If you are starting from the scratch, make sure to follow :ref:`instructions<doc_compiling_index>`.
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Install all the dependencies. Figure out the scons command for compiling targeting a specific platform.
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Rider requires a solution file to work on a C++ project. While Godot does not come with a solution file, it can be generated using SCons.
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::
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scons platform=windows vsproj=yes dev_build=yes
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- Add `vsproj=yes dev_build=yes` to the scons command
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The ``vsproj`` parameter signals that you want Visual Studio solution generated.
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The ``dev_build`` parameter makes sure the debug symbols are included, allowing to e.g. step through code using breakpoints.
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- If you have Rider setup as your main IDE for .sln, you can now open the project by double-clicking on the ``godot.sln`` in the project root
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or by using the **Open** option inside of Rider.
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- Open the generated ``godot.sln`` in Rider.
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.. note:: Rider could fail to build the solution.
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If that is the case, try running `git clean -xdf` to remove all traces of the previous build artifacts
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and regenerate the build files using the `scons` command again. Restarting the terminal and your
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development environment may help.
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.. note:: Ensure that the appropriate Solution configuration is selected on the Rider toolbar. It affects resolve of the SDKs, code analysis, build, run, etc.
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Compiling and debugging the project
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-----------------------------------
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.. figure:: img/rider_attach_to_process_dialog.webp
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:align: center
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|
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Debug visualizers
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-----------------
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Debug visualizers define how complex data structures are displayed in the debugger.
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For Windows "natvis" (short for "Native Visualization") built-in with Godot are automatically used.
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For other operating systems a similar functionality can be enabled separately.
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Please follow `RIDER-123535 <https://youtrack.jetbrains.com/issue/RIDER-123535/nix-Debug-Godot-Cpp-from-Rider-pretty-printers-usability>`_.
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Unit testing
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------------
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Utilize Rider :ref:`doctest<doc_unit_testing>` support.
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Please follow `RIDER-122019 <https://youtrack.jetbrains.com/issue/RIDER-122019/Godot-doctest-Unit-Tests-Stuck-in-pending>`_.
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Profiling
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---------
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Please refer to `the profiling instructions <https://github.com/JetBrains/godot-support/wiki/Profiling-Godot-engine-(native-code)-with-dotTrace-or-JetBrains-Rider>`_.
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Please consult the `JetBrains Rider documentation <https://www.jetbrains.com/rider/documentation/>`_ for any specific information about the JetBrains IDE.

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