- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
30 lines
1.1 KiB
Python
30 lines
1.1 KiB
Python
#!/usr/bin/env python
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from misc.utility.scons_hints import *
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Import("env")
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Import("env_modules")
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env_gdscript = env_modules.Clone()
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env_gdscript.add_source_files(env.modules_sources, "*.cpp")
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if env.editor_build:
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env_gdscript.add_source_files(env.modules_sources, "./editor/*.cpp")
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SConscript("editor/script_templates/SCsub")
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# Those two modules are required for the language server protocol
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if env["module_jsonrpc_enabled"] and env["module_websocket_enabled"]:
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env_gdscript.add_source_files(env.modules_sources, "./language_server/*.cpp")
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else:
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# Using a define in the disabled case, to avoid having an extra define
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# in regular builds where all modules are enabled.
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env_gdscript.Append(CPPDEFINES=["GDSCRIPT_NO_LSP"])
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# Also needed in main env to unexpose --lsp-port option.
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env.Append(CPPDEFINES=["GDSCRIPT_NO_LSP"])
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if env["tests"]:
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# TODO: Handle test creation magic without needing to pass macro.
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env_gdscript.Append(CPPDEFINES=["TESTS_ENABLED"])
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env_gdscript.add_source_files(env.modules_sources, "./tests/*.cpp")
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