Add auto-generated USAGE.md, update README.md and TODO.md
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.github/workflows/docs-autoupdate.yml
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.github/workflows/docs-autoupdate.yml
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name: docs-autoupdate
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on:
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push:
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branches:
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- '*'
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jobs:
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update-docs:
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runs-on: ubuntu-latest
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steps:
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- uses: actions/checkout@v2
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with:
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fetch-depth: 0
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- name: Update docs
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run: |
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if ! [[ -e USAGE.md ]]; then touch USAGE.md; fi
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mv USAGE.md USAGE.md.old
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mkdir tools
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cp ./builder ./tools/
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chmod +x ./tools/builder
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echo '# KF2-BuildTools' >> USAGE.md
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echo '[![title](https://img.shields.io/badge/Help-Page-w)](https://github.com/GenZmeY/KF2-BuildTools)' >> USAGE.md
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echo '[![version](https://img.shields.io/github/v/tag/genzmey/KF2-BuildTools)](https://github.com/GenZmeY/KF2-BuildTools/tags)' >> USAGE.md
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echo '[![docs-autoupdate](https://github.com/GenZmeY/KF2-BuildTools/actions/workflows/docs-autoupdate.yml/badge.svg)](https://github.com/GenZmeY/KF2-BuildTools/actions/workflows/docs-autoupdate.yml)' >> USAGE.md
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echo '```' >> USAGE.md
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./tools/builder -nch >> USAGE.md
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echo '```' >> USAGE.md
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if ! cmp -s USAGE.md USAGE.md.old; then
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git config --local user.email "github-actions[bot]@users.noreply.github.com"
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git config --local user.name "github-actions"
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git add USAGE.md
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git commit -m "Update USAGE.md to version $(git describe 2> /dev/null)"
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else
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echo "No change, skip updating USAGE.md"
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fi
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- name: Push changes
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uses: ad-m/github-push-action@master
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with:
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github_token: ${{ secrets.GITHUB_TOKEN }}
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branch: ${{ github.ref }}
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README.md
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README.md
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# KF2-BuildTools
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[![version](https://img.shields.io/github/v/tag/genzmey/KF2-BuildTools)](https://github.com/GenZmeY/KF2-BuildTools/tags)
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[![shellcheck](https://github.com/GenZmeY/KF2-BuildTools/actions/workflows/shellcheck-master.yml/badge.svg)](https://github.com/GenZmeY/KF2-BuildTools/actions/workflows/shellcheck-master.yml)
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[![docs-autoupdate](https://github.com/GenZmeY/KF2-BuildTools/actions/workflows/docs-autoupdate.yml/badge.svg)](https://github.com/GenZmeY/KF2-BuildTools/actions/workflows/docs-autoupdate.yml)
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[![license](https://img.shields.io/github/license/GenZmeY/KF2-Server-Extension)](LICENSE)
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git submodule add https://github.com/GenZmeY/KF2-BuildTools tools
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./tools/builder -i
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## Features:
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- Build, brew, test and upload to Steam Workshop;
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- No need to edit KFEditor.ini at all;
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- Sources can be stored in any path;
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- Easily switch between different projects.
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## Add to your project
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[git-bash](https://git-scm.com/) is the only thing you need. If you're already using git, you probably already have it. If not, [install it](https://git-scm.com/download/win).
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**There are two options to add KF2-BuildTools to your project:**
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### As git submodule
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Make sure that the location of folders and files in your project is as follows (Correct it if it's not):
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`/<PackageName>/Classes/*uc`
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Open git-bash and go to your project: `cd <your_project_path>`
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Then run the command:
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`git submodule add https://github.com/GenZmeY/KF2-BuildTools tools`
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**updating build tools:**
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Open git-bash and go to your project: `cd <your_project_path>`
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Get updates with the following command: `pushd tools && git pull && popd`
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Now if you run `git status` you can see that `tools` has changed:
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```
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$ git status
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On branch master
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Your branch is up to date with 'origin/master'.
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Changes not staged for commit:
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(use "git add <file>..." to update what will be committed)
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(use "git restore <file>..." to discard changes in working directory)
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modified: tools (new commits)
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no changes added to commit (use "git add" and/or "git commit -a")
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```
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Commit the changes: `git add tools && git commit -m 'update tools'`
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### As standalone script
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Just create a `tools` folder and put [builder](builder) there.
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Now you can use the script in the same way as in the first case, but you will have to update it yourself.
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## If you are using someone else's project that has BuildTools...
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If you haven't downloaded the project yet, just add `--recurse-submodules` when cloning it:
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`git clone --recurse-submodules <someone_else's_project>`
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If you have already downloaded the project, just run the command in the project folder:
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`git submodule update --init --recursive`
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## Usage (Basic)
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If you have a simple mutator or game mode, then the usage is also simple:
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`./tools/builder --compile` build project
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`./tools/builder --test` start project test
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`./tools/builder --upload` upload/update your project to/in the steam workshop
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If you need help with commands, run: `./tools/builder --help`, or visit [this page](USAGE.md).
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## Usage (Advanced)
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If your project contains several mutators, *.upk files, external dependencies, or you want to customize the whole process in more detail, then this section is for you.
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### Prepare
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**UNDER CONSTRUCTION**
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### Compilation
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**UNDER CONSTRUCTION**
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### Brewing
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**UNDER CONSTRUCTION**
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### Testing
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**UNDER CONSTRUCTION**
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### Uploading to steam workshop
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**UNDER CONSTRUCTION**
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## Other
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[TODO List](TODO.md)
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## License
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[GNU GPLv3](LICENSE)
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3
TODO.md
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TODO.md
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# TODO:
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- write helpfull README.md
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- write useful README.md
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- add map upload support
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- *.upk with it's own filesystem (like in weapon packs)
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- add kf2 support in another steam library (`Steam\steamapps\libraryfolders.vdf` may help)
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- add --init-publication-content parameter
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2
builder
2
builder
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function reg_readkey () # $1: path, $2: key
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{
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if [[ "$OSTYPE" == "msys" || "$OSTYPE" == "cygwin" ]]; then
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cygpath -u "$(
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reg query "$1" //v "$2" | \
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grep -F "$2" | \
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awk '{ $1=$2=""; print $0 }' | \
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sed -r 's|^\s*(.+)\s*|\1|g')"
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fi
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}
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# Whoami
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