prepared engine swap
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Game_Engine_Swap/School Project Files/README.txt
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61
Game_Engine_Swap/School Project Files/README.txt
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________ .___ __ __________ __ .__
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/ _____/ ____ __| _/_____/ |_ \______ \___.__._/ |_| |__ ____ ____
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/ \ ___ / _ \ / __ |/ _ \ __\ | ___< | |\ __\ | \ / _ \ / \
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\ \_\ ( <_> ) /_/ ( <_> ) | | | \___ | | | | Y ( <_> ) | \
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\______ /\____/\____ |\____/|__| |____| / ____| |__| |___| /\____/|___| /
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\/ \/ \/ \/ \/
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v0.50.0 (2020-11-16)
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Introduction
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------------
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This is a beta version of the Python module for Godot.
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You are likely to encounter bugs and catastrophic crashes, if so please
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report them to https://github.com/touilleMan/godot-python/issues.
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Working features
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----------------
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Every Godot core features are expected to work fine:
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- builtins (e.g. Vector2)
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- Objects classes (e.g. Node)
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- signals
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- variable export
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- rpc synchronisation
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On top of that, mixing GDscript and Python code inside a project should work fine.
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Using Pip
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---------
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Pip must be installed first with `ensurepip`:
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On Windows:
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```
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$ <pythonscript_dir>/windows-64/python.exe -m ensurepip # Only need to do that once
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$ <pythonscript_dir>/windows-64/python.exe -m pip install whatever
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```
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On Linux/macOS:
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```
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$ <pythonscript_dir>/x11-64/bin/python3 -m ensurepip # Only need to do that once
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$ <pythonscript_dir>/x11-64/bin/python3 -m pip install whatever
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```
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Note you must use `python -m pip` to invoke pip (using the command `pip`
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directly will likely fail in a cryptic manner)
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Not so well features
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--------------------
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Exporting the project hasn't been tested at all (however exporting for linux should be pretty simple and may work out of the box...).
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Have fun ;-)
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- touilleMan
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