Re: games/godot: split the editor in a subpackage

2022-04-26 Thread Omar Polo
Stuart Henderson  wrote:
> On 2022/04/25 22:11, Omar Polo wrote:
> >  PKGNAME =  godot-${V}
> > -REVISION = 0
> > +REVISION-main =1
> 
> right
> 
> > Index: pkg/DESCR-editor
> > ===
> > RCS file: pkg/DESCR-editor
> > diff -N pkg/DESCR-editor
> > --- /dev/null   1 Jan 1970 00:00:00 -
> > +++ pkg/DESCR-editor19 Apr 2022 10:25:53 -
> > @@ -0,0 +1,3 @@
> > +Godot is an advanced, feature-packed, multi-platform 2D and 3D open source
> > +game engine. It provides a huge set of common tools, so you can just focus
> > +on making your game without reinventing the wheel.
> > Index: pkg/DESCR-main
> > ===
> > RCS file: pkg/DESCR-main
> > diff -N pkg/DESCR-main
> > --- /dev/null   1 Jan 1970 00:00:00 -
> > +++ pkg/DESCR-main  27 Apr 2018 07:32:53 -
> > @@ -0,0 +1,3 @@
> > +Godot is an advanced, feature-packed, multi-platform 2D and 3D open source
> > +game engine. It provides a huge set of common tools, so you can just focus
> > +on making your game without reinventing the wheel.
> 
> The two DESCRs are the same; better to distinguish them

Agreed!  (I thought I did that, but I just forgot)

> > RCS file: pkg/PLIST-editor
> > diff -N pkg/PLIST-editor
> > --- /dev/null   1 Jan 1970 00:00:00 -
> > +++ pkg/PLIST-editor19 Apr 2022 10:22:56 -
> > @@ -0,0 +1,9 @@
> 
> needs an @conflict on the old version

I haven't thought about this.  I've added the @conflict and the
@pkgpath, thanks for reminding me

> > +@bin bin/godot-editor
> > +@man man/man6/godot.6
> 
> manual should go in -main shouldn't it?

good catch!  yes, the manpage should go in -main

> > +share/applications/org.godotengine.Godot.desktop
> > +share/doc/pkg-readmes/${PKGSTEM}
> 
> should the readme also go in -main? how about the other files?

No, the README is only about the editor, same for the other files: only
a build with the editor is meant to be run from a graphical menu.  If
you run godot compiled without tools (i.e. the -main package) without
--main-pack or not in a directory with a project.godot file it just pops
up an error window.

> > +share/metainfo/
> > +share/metainfo/org.godotengine.Godot.appdata.xml
> > +share/pixmaps/
> > +share/pixmaps/godot.svg
> > +@tag update-desktop-database
> > Index: pkg/PLIST-main
> > ===
> > RCS file: pkg/PLIST-main
> > diff -N pkg/PLIST-main
> > --- /dev/null   1 Jan 1970 00:00:00 -
> > +++ pkg/PLIST-main  19 Apr 2022 10:22:55 -
> > @@ -0,0 +1 @@
> > +@bin bin/godot
> 
> needs @pkgpath games/godot

added, thanks!

Here's an updated diff.

I've also renamed the -editor subpackage to -tools: i still think that
-editor sounds better, but -tools follows the upstream documentation,
and freebsd has a similar package (devel/godot-tools).

Index: Makefile
===
RCS file: /home/cvs/ports/games/godot/Makefile,v
retrieving revision 1.34
diff -u -p -r1.34 Makefile
--- Makefile15 Apr 2022 20:23:19 -  1.34
+++ Makefile26 Apr 2022 14:22:35 -
@@ -1,25 +1,33 @@
 BROKEN-powerpc =   fails at runtime, the UI is totally blank
 
-COMMENT =  2D and 3D game engine
+COMMENT-main = 2D and 3D game engine
+COMMENT-tools= 2D and 3D game engine (with tools)
 
 V =3.4.4
 GODOTSTEAM_V = g34-s152-gs311
 DISTNAME = godot-${V}-stable
 PKGNAME =  godot-${V}
-REVISION = 0
+REVISION-main =1
+
 CATEGORIES =   games
+
 HOMEPAGE = https://godotengine.org/
+
 MAINTAINER =   Omar Polo 
 
 # MIT
 PERMIT_PACKAGE =   Yes
 
+MULTI_PACKAGES =   -main -tools
+
 WANTLIB += ${COMPILER_LIBCXX} BulletCollision BulletDynamics BulletSoftBody
 WANTLIB += LinearMath GL X11 Xau Xcursor Xdmcp Xext Xfixes Xi Xinerama Xrandr
 WANTLIB += Xrender c enet execinfo freetype intl m mbedtls mbedcrypto
 WANTLIB += mbedx509 mpcdec ogg opus opusfile png sndio steam_api theora
 WANTLIB += theoradec usbhid vorbis vorbisfile webp xcb z pcre2-32 vpx zstd
 
+WANTLIB-tools = ${WANTLIB}
+
 # C++14
 COMPILER = base-clang ports-gcc
 
@@ -58,7 +66,6 @@ MODSCONS_FLAGS =  CC="${CC}" \

custom_modules=${WRKDIR}/GodotSteam-${GODOTSTEAM_V}/godotsteam \
progress=no \
pulseaudio=no \
-   target=release_debug \
verbose=yes \
warnings=extra \
werror=no
@@ -83,7 +90,8 @@ LIB_DEPENDS = archivers/zstd \
multimedia/libvpx \
net/enet \
security/polarssl
-RUN_DEPENDS =  devel/desktop-file-utils
+
+RUN_DEPENDS-tools =devel/desktop-file-utils
 
 DEBUG_PACKAGES =   ${BUILD_PACKAGES}
 NO_TEST =  Yes
@@ -103,15 +111,21 @@ post-extract:
$

Re: games/godot: split the editor in a subpackage

2022-04-26 Thread Stuart Henderson
On 2022/04/25 22:11, Omar Polo wrote:
>  PKGNAME =godot-${V}
> -REVISION =   0
> +REVISION-main =  1

right

> Index: pkg/DESCR-editor
> ===
> RCS file: pkg/DESCR-editor
> diff -N pkg/DESCR-editor
> --- /dev/null 1 Jan 1970 00:00:00 -
> +++ pkg/DESCR-editor  19 Apr 2022 10:25:53 -
> @@ -0,0 +1,3 @@
> +Godot is an advanced, feature-packed, multi-platform 2D and 3D open source
> +game engine. It provides a huge set of common tools, so you can just focus
> +on making your game without reinventing the wheel.
> Index: pkg/DESCR-main
> ===
> RCS file: pkg/DESCR-main
> diff -N pkg/DESCR-main
> --- /dev/null 1 Jan 1970 00:00:00 -
> +++ pkg/DESCR-main27 Apr 2018 07:32:53 -
> @@ -0,0 +1,3 @@
> +Godot is an advanced, feature-packed, multi-platform 2D and 3D open source
> +game engine. It provides a huge set of common tools, so you can just focus
> +on making your game without reinventing the wheel.

The two DESCRs are the same; better to distinguish them


> RCS file: pkg/PLIST-editor
> diff -N pkg/PLIST-editor
> --- /dev/null 1 Jan 1970 00:00:00 -
> +++ pkg/PLIST-editor  19 Apr 2022 10:22:56 -
> @@ -0,0 +1,9 @@

needs an @conflict on the old version

> +@bin bin/godot-editor
> +@man man/man6/godot.6

manual should go in -main shouldn't it?

> +share/applications/org.godotengine.Godot.desktop
> +share/doc/pkg-readmes/${PKGSTEM}

should the readme also go in -main? how about the other files?

> +share/metainfo/
> +share/metainfo/org.godotengine.Godot.appdata.xml
> +share/pixmaps/
> +share/pixmaps/godot.svg
> +@tag update-desktop-database
> Index: pkg/PLIST-main
> ===
> RCS file: pkg/PLIST-main
> diff -N pkg/PLIST-main
> --- /dev/null 1 Jan 1970 00:00:00 -
> +++ pkg/PLIST-main19 Apr 2022 10:22:55 -
> @@ -0,0 +1 @@
> +@bin bin/godot

needs @pkgpath games/godot



Re: games/godot: split the editor in a subpackage

2022-04-25 Thread Leo Unglaub

Hey,

i love the idea, it makes a lot of sence. As a godot user i would 
welcome such a change! Patch works fine for me on amd64.


Thanks and greetings
Leo

On 25.04.22 20:45, Omar Polo wrote:

I'd like to split the godot package into two: the engine alone and the
editor.

We're currently building the engine with the editor enabled, which is
fine, but makes akward to run standalone PCK (i.e. godot' packaged
games) from the command line.  When the editor (tools=yes) is enabled
godot does some checks that really make sense only when developing, even
when running PCK.




Re: games/godot: split the editor in a subpackage

2022-04-25 Thread Omar Polo
Omar Polo  wrote:
> Omar Polo  wrote:
> > Hello ports,
> > 
> > I'd like to split the godot package into two: the engine alone and the
> > editor.
> > 
> > We're currently building the engine with the editor enabled, which is
> > fine, but makes akward to run standalone PCK (i.e. godot' packaged
> > games) from the command line.  When the editor (tools=yes) is enabled
> > godot does some checks that really make sense only when developing, even
> > when running PCK.
> > 
> > Since I'm expecting that most users install godot just to play some
> > games, having these "errors" logged is misleading.  (godot tries to do
> > stuff like loading the assets from the disk even when they're in the
> > PCK, and other stuff like this.)  Thus having the editor enabled for
> > them makes the experience only worse.
> > 
> > On the other hand I'd like to be possible to "opt in" and have the IDE
> > available.
> > 
> > What I'm proposing is to build godot two times, one with tools=yes and
> > one without, and split the thing into two subpackages.  I'm explicitly
> > using MULTI_PACKAGES and not flavor because:
> > 
> >  1. scons does the right thing and rebuilds only what's needed when the
> > flags changes, so we save a bit of build time.  (not that much, but
> > every bit helps?)
> > 
> >  2. I'd like to have different PLIST for the packages, and this approach
> > seemed simpler than rolling something like MODPY_COMMENT.  The desktop
> > file and icon only makes sense for the -editor build for example.
> > 
> >  3. if one opts in and install the hypothetic "editor" flavor, than when
> > trying run a standalone PCK they have the same issues as the current
> > package.
> 
> I forgot one thing: this also makes possible in the future to eventually
> ship also a -server package (to host game servers) or a -headless one
> (that would come in handy for building godot stuff from the port tree.)
> 
> > Diff belows install the engine itself as `godot' and the editor as,
> > unsurprisingly, `godot-editor'.  patch-drivers_unix_os_unix_cpp
> > hardcoded /usr/local/bin/godot inside the binary and needed some
> > tweaking because that code is now used by *two* differently-named
> > executable.  Fortunately, the main() caches argv[0] and we can just
> > reuse that.
> > 
> > P.S.: is the REVISION handling correct?  the old `godot' package keeps
> > the name but its content differs (see the new plist) so I bumped the
> > revision only for -main, right?  `make show=PKGNAMES' looks correct:
> > 
> > % make show=PKGNAMES
> > godot-3.4.4p1 debug-godot-3.4.4p1 godot-editor-3.4.4 
> > debug-godot-editor-3.4.4

As reminded by Solène on irc, we're still building godot with debug
enabled, which is fine for the -editor build but not so much for playing
standalone games.  Updated diff sets target=release for the -main
package so it should be faster.

(i've also forgot a cvs add for the desktop patch)

Since it takes a while to build godot from sources, I'm temporarly
hosting (unsigned!) packages for testing:

https://ftp.omarpolo.com/debug-godot-3.4.4p1.tgz
https://ftp.omarpolo.com/debug-godot-editor-3.4.4.tgz
https://ftp.omarpolo.com/godot-3.4.4p1.tgz
https://ftp.omarpolo.com/godot-editor-3.4.4.tgz

SHA256 (debug-godot-3.4.4p1.tgz) = 
846de687271101586e8dff52b37ca40c42a59d0d1e7ac3b1308a7478f132e9ce
SHA256 (debug-godot-editor-3.4.4.tgz) = 
0be66dc303c31ba9b3d8bc109bcbd7ab5b27e31082008c50109a63d39184bde2
SHA256 (godot-3.4.4p1.tgz) = 
8faf67e7c670da2b3e0219d1693934872698e46243d0e386ecdfcaa565cb8a15
SHA256 (godot-editor-3.4.4.tgz) = 
ecffbc28949deadd0669ea2a0d413ecc07bf453d4ac02923d79361f340fc7090

Index: Makefile
===
RCS file: /home/cvs/ports/games/godot/Makefile,v
retrieving revision 1.34
diff -u -p -r1.34 Makefile
--- Makefile15 Apr 2022 20:23:19 -  1.34
+++ Makefile25 Apr 2022 19:58:28 -
@@ -1,25 +1,33 @@
 BROKEN-powerpc =   fails at runtime, the UI is totally blank
 
-COMMENT =  2D and 3D game engine
+COMMENT-main = 2D and 3D game engine
+COMMENT-editor=2D and 3D game engine (with editor)
 
 V =3.4.4
 GODOTSTEAM_V = g34-s152-gs311
 DISTNAME = godot-${V}-stable
 PKGNAME =  godot-${V}
-REVISION = 0
+REVISION-main =1
+
 CATEGORIES =   games
+
 HOMEPAGE = https://godotengine.org/
+
 MAINTAINER =   Omar Polo 
 
 # MIT
 PERMIT_PACKAGE =   Yes
 
+MULTI_PACKAGES =   -main -editor
+
 WANTLIB += ${COMPILER_LIBCXX} BulletCollision BulletDynamics BulletSoftBody
 WANTLIB += LinearMath GL X11 Xau Xcursor Xdmcp Xext Xfixes Xi Xinerama Xrandr
 WANTLIB += Xrender c enet execinfo freetype intl m mbedtls mbedcrypto
 WANTLIB += mbedx509 mpcdec ogg opus opusfile png sndio steam_api theora
 WANTLIB += theoradec usbhid vorbis vorbisfile webp xcb z pcre2-32 vpx zstd
 
+WANTLIB-editor = ${WANTLIB}
+
 # C++14
 COMPILER = base-clang ports-gcc
 
@@ -58,7 +66,6 @@ MODSCONS_FLAGS =  CC="${CC}" \
  

Re: games/godot: split the editor in a subpackage

2022-04-25 Thread Omar Polo
Omar Polo  wrote:
> Hello ports,
> 
> I'd like to split the godot package into two: the engine alone and the
> editor.
> 
> We're currently building the engine with the editor enabled, which is
> fine, but makes akward to run standalone PCK (i.e. godot' packaged
> games) from the command line.  When the editor (tools=yes) is enabled
> godot does some checks that really make sense only when developing, even
> when running PCK.
> 
> Since I'm expecting that most users install godot just to play some
> games, having these "errors" logged is misleading.  (godot tries to do
> stuff like loading the assets from the disk even when they're in the
> PCK, and other stuff like this.)  Thus having the editor enabled for
> them makes the experience only worse.
> 
> On the other hand I'd like to be possible to "opt in" and have the IDE
> available.
> 
> What I'm proposing is to build godot two times, one with tools=yes and
> one without, and split the thing into two subpackages.  I'm explicitly
> using MULTI_PACKAGES and not flavor because:
> 
>  1. scons does the right thing and rebuilds only what's needed when the
> flags changes, so we save a bit of build time.  (not that much, but
> every bit helps?)
> 
>  2. I'd like to have different PLIST for the packages, and this approach
> seemed simpler than rolling something like MODPY_COMMENT.  The desktop
> file and icon only makes sense for the -editor build for example.
> 
>  3. if one opts in and install the hypothetic "editor" flavor, than when
> trying run a standalone PCK they have the same issues as the current
> package.

I forgot one thing: this also makes possible in the future to eventually
ship also a -server package (to host game servers) or a -headless one
(that would come in handy for building godot stuff from the port tree.)

> Diff belows install the engine itself as `godot' and the editor as,
> unsurprisingly, `godot-editor'.  patch-drivers_unix_os_unix_cpp
> hardcoded /usr/local/bin/godot inside the binary and needed some
> tweaking because that code is now used by *two* differently-named
> executable.  Fortunately, the main() caches argv[0] and we can just
> reuse that.
> 
> P.S.: is the REVISION handling correct?  the old `godot' package keeps
> the name but its content differs (see the new plist) so I bumped the
> revision only for -main, right?  `make show=PKGNAMES' looks correct:
> 
> % make show=PKGNAMES
> godot-3.4.4p1 debug-godot-3.4.4p1 godot-editor-3.4.4 debug-godot-editor-3.4.4
> 
> 
> Index: Makefile
> ===
> RCS file: /home/cvs/ports/games/godot/Makefile,v
> retrieving revision 1.34
> diff -u -p -r1.34 Makefile
> --- Makefile  15 Apr 2022 20:23:19 -  1.34
> +++ Makefile  25 Apr 2022 17:38:31 -
> @@ -1,25 +1,33 @@
>  BROKEN-powerpc = fails at runtime, the UI is totally blank
>  
> -COMMENT =2D and 3D game engine
> +COMMENT-main =   2D and 3D game engine
> +COMMENT-editor=  2D and 3D game engine (with editor)
>  
>  V =  3.4.4
>  GODOTSTEAM_V =   g34-s152-gs311
>  DISTNAME =   godot-${V}-stable
>  PKGNAME =godot-${V}
> -REVISION =   0
> +REVISION-main =  1
> +
>  CATEGORIES = games
> +
>  HOMEPAGE =   https://godotengine.org/
> +
>  MAINTAINER = Omar Polo 
>  
>  # MIT
>  PERMIT_PACKAGE = Yes
>  
> +MULTI_PACKAGES = -main -editor
> +
>  WANTLIB += ${COMPILER_LIBCXX} BulletCollision BulletDynamics BulletSoftBody
>  WANTLIB += LinearMath GL X11 Xau Xcursor Xdmcp Xext Xfixes Xi Xinerama Xrandr
>  WANTLIB += Xrender c enet execinfo freetype intl m mbedtls mbedcrypto
>  WANTLIB += mbedx509 mpcdec ogg opus opusfile png sndio steam_api theora
>  WANTLIB += theoradec usbhid vorbis vorbisfile webp xcb z pcre2-32 vpx zstd
>  
> +WANTLIB-editor = ${WANTLIB}
> +
>  # C++14
>  COMPILER =   base-clang ports-gcc
>  
> @@ -83,7 +91,8 @@ LIB_DEPENDS =   archivers/zstd \
>   multimedia/libvpx \
>   net/enet \
>   security/polarssl
> -RUN_DEPENDS =devel/desktop-file-utils
> +
> +RUN_DEPENDS-editor = devel/desktop-file-utils
>  
>  DEBUG_PACKAGES = ${BUILD_PACKAGES}
>  NO_TEST =Yes
> @@ -103,15 +112,21 @@ post-extract:
>   ${WRKDIST}/platform/x11/
>  
>  pre-configure:
> - ${SUBST_CMD} ${WRKSRC}/drivers/unix/os_unix.cpp
> + ${SUBST_CMD} ${WRKSRC}/misc/dist/linux/*.desktop
>   sed -E -i 's/ISteamHTMLSurface:://g' \
>   ${WRKDIR}/GodotSteam-${GODOTSTEAM_V}/godotsteam/godotsteam.cpp
>   sed -E -i 's/Connection_DEPRECATED/Connection/g' \
>   ${WRKDIR}/GodotSteam-${GODOTSTEAM_V}/godotsteam/godotsteam.cpp
>  
> +do-build:
> + @${MODSCONS_BUILD_TARGET} tools=no
> + @${MODSCONS_BUILD_TARGET} tools=yes
> +
>  do-install:
> - ${INSTALL_PROGRAM} ${WRKBUILD}/bin/godot* \
> + ${INSTALL_PROGRAM} ${WRKBUILD}/bin/godot.x11.opt.debug.* \
>   ${PREFIX}/bin/god

games/godot: split the editor in a subpackage

2022-04-25 Thread Omar Polo
Hello ports,

I'd like to split the godot package into two: the engine alone and the
editor.

We're currently building the engine with the editor enabled, which is
fine, but makes akward to run standalone PCK (i.e. godot' packaged
games) from the command line.  When the editor (tools=yes) is enabled
godot does some checks that really make sense only when developing, even
when running PCK.

Since I'm expecting that most users install godot just to play some
games, having these "errors" logged is misleading.  (godot tries to do
stuff like loading the assets from the disk even when they're in the
PCK, and other stuff like this.)  Thus having the editor enabled for
them makes the experience only worse.

On the other hand I'd like to be possible to "opt in" and have the IDE
available.

What I'm proposing is to build godot two times, one with tools=yes and
one without, and split the thing into two subpackages.  I'm explicitly
using MULTI_PACKAGES and not flavor because:

 1. scons does the right thing and rebuilds only what's needed when the
flags changes, so we save a bit of build time.  (not that much, but
every bit helps?)

 2. I'd like to have different PLIST for the packages, and this approach
seemed simpler than rolling something like MODPY_COMMENT.  The desktop
file and icon only makes sense for the -editor build for example.

 3. if one opts in and install the hypothetic "editor" flavor, than when
trying run a standalone PCK they have the same issues as the current
package.

Diff belows install the engine itself as `godot' and the editor as,
unsurprisingly, `godot-editor'.  patch-drivers_unix_os_unix_cpp
hardcoded /usr/local/bin/godot inside the binary and needed some
tweaking because that code is now used by *two* differently-named
executable.  Fortunately, the main() caches argv[0] and we can just
reuse that.

P.S.: is the REVISION handling correct?  the old `godot' package keeps
the name but its content differs (see the new plist) so I bumped the
revision only for -main, right?  `make show=PKGNAMES' looks correct:

% make show=PKGNAMES
godot-3.4.4p1 debug-godot-3.4.4p1 godot-editor-3.4.4 debug-godot-editor-3.4.4


Index: Makefile
===
RCS file: /home/cvs/ports/games/godot/Makefile,v
retrieving revision 1.34
diff -u -p -r1.34 Makefile
--- Makefile15 Apr 2022 20:23:19 -  1.34
+++ Makefile25 Apr 2022 17:38:31 -
@@ -1,25 +1,33 @@
 BROKEN-powerpc =   fails at runtime, the UI is totally blank
 
-COMMENT =  2D and 3D game engine
+COMMENT-main = 2D and 3D game engine
+COMMENT-editor=2D and 3D game engine (with editor)
 
 V =3.4.4
 GODOTSTEAM_V = g34-s152-gs311
 DISTNAME = godot-${V}-stable
 PKGNAME =  godot-${V}
-REVISION = 0
+REVISION-main =1
+
 CATEGORIES =   games
+
 HOMEPAGE = https://godotengine.org/
+
 MAINTAINER =   Omar Polo 
 
 # MIT
 PERMIT_PACKAGE =   Yes
 
+MULTI_PACKAGES =   -main -editor
+
 WANTLIB += ${COMPILER_LIBCXX} BulletCollision BulletDynamics BulletSoftBody
 WANTLIB += LinearMath GL X11 Xau Xcursor Xdmcp Xext Xfixes Xi Xinerama Xrandr
 WANTLIB += Xrender c enet execinfo freetype intl m mbedtls mbedcrypto
 WANTLIB += mbedx509 mpcdec ogg opus opusfile png sndio steam_api theora
 WANTLIB += theoradec usbhid vorbis vorbisfile webp xcb z pcre2-32 vpx zstd
 
+WANTLIB-editor = ${WANTLIB}
+
 # C++14
 COMPILER = base-clang ports-gcc
 
@@ -83,7 +91,8 @@ LIB_DEPENDS = archivers/zstd \
multimedia/libvpx \
net/enet \
security/polarssl
-RUN_DEPENDS =  devel/desktop-file-utils
+
+RUN_DEPENDS-editor =   devel/desktop-file-utils
 
 DEBUG_PACKAGES =   ${BUILD_PACKAGES}
 NO_TEST =  Yes
@@ -103,15 +112,21 @@ post-extract:
${WRKDIST}/platform/x11/
 
 pre-configure:
-   ${SUBST_CMD} ${WRKSRC}/drivers/unix/os_unix.cpp
+   ${SUBST_CMD} ${WRKSRC}/misc/dist/linux/*.desktop
sed -E -i 's/ISteamHTMLSurface:://g' \
${WRKDIR}/GodotSteam-${GODOTSTEAM_V}/godotsteam/godotsteam.cpp
sed -E -i 's/Connection_DEPRECATED/Connection/g' \
${WRKDIR}/GodotSteam-${GODOTSTEAM_V}/godotsteam/godotsteam.cpp
 
+do-build:
+   @${MODSCONS_BUILD_TARGET} tools=no
+   @${MODSCONS_BUILD_TARGET} tools=yes
+
 do-install:
-   ${INSTALL_PROGRAM} ${WRKBUILD}/bin/godot* \
+   ${INSTALL_PROGRAM} ${WRKBUILD}/bin/godot.x11.opt.debug.* \
${PREFIX}/bin/godot
+   ${INSTALL_PROGRAM} ${WRKBUILD}/bin/godot.x11.opt.tools.* \
+   ${PREFIX}/bin/godot-editor
${INSTALL_MAN_DIR} ${PREFIX}/man/man6
${INSTALL_MAN} ${WRKSRC}/misc/dist/linux/godot.6 \
${PREFIX}/man/man6
Index: patches/patch-drivers_unix_os_unix_cpp
===
RCS file: /home/cvs/ports/games/godot/patches/patch-drivers_unix_os