Update COMPILE.md & CONTRIBUTING.md
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@@ -3,26 +3,12 @@
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## Visual Studio
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1. Clone the repo, including submodules.
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- If you don't, the build will fail. `git clone --recurse-submodules https://github.com/MCLCE/MinecraftConsoles.git`
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- If you don't, the build will fail. `git clone --recurse-submodules https://github.com/mclemp/MCLEClient.git`
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2. Open the repo folder in Visual Studio 2022+.
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3. Wait for cmake to configure the project and load all assets (this may take a few minutes on the first run).
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4. Right click a folder in the solution explorer and switch to the 'CMake Targets View'
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5. Select platform and configuration from the dropdown. EG: `Windows64 - Debug` or `Windows64 - Release`
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6. Pick the startup project `Minecraft.Client.exe` or `Minecraft.Server.exe` using the debug targets dropdown
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7. Build and run the project:
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- `Build > Build Solution` (or `Ctrl+Shift+B`)
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- Start debugging with `F5`.
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### Dedicated server debug arguments
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- Default debugger arguments for `Minecraft.Server`:
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- `-port 25565 -bind 0.0.0.0 -name DedicatedServer`
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- You can override arguments in:
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- `Project Properties > Debugging > Command Arguments`
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- `Minecraft.Server` post-build copies only the dedicated-server asset set:
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- `Common/Media/MediaWindows64.arc`
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- `Common/res`
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- `Windows64/GameHDD`
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5. Select platform and configuration from the dropdown. EG: `Windows64 - Release`
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6. Pick the startup project `Minecraft.Client.exe`
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## CMake (Windows x64)
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@@ -34,30 +20,12 @@ Open `Developer PowerShell for VS` and run:
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cmake --preset windows64
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```
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Build Debug:
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```powershell
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cmake --build --preset windows64-debug --target Minecraft.Client
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```
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Build Release:
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```powershell
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cmake --build --preset windows64-release --target Minecraft.Client
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```
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Build Dedicated Server (Debug):
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```powershell
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cmake --build --preset windows64-debug --target Minecraft.Server
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```
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Build Dedicated Server (Release):
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```powershell
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cmake --build --preset windows64-release --target Minecraft.Server
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```
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Run executable:
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```powershell
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@@ -65,13 +33,6 @@ cd .\build\windows64\Minecraft.Client\Debug
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.\Minecraft.Client.exe
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```
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Run dedicated server:
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```powershell
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cd .\build\windows64\Minecraft.Server\Debug
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.\Minecraft.Server.exe -port 25565 -bind 0.0.0.0 -name DedicatedServer
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```
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Notes:
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- Post-build asset copy is automatic for `Minecraft.Client` in CMake (Debug and Release variants).
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- The game relies on relative paths (for example `Common\Media\...`), so launching from the output directory is required.
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@@ -151,7 +112,6 @@ Build specific target:
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```bash
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cmake --build build/windows64-clang --config Release --target Minecraft.Client
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cmake --build build/windows64-clang --config Release --target Minecraft.Server
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```
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### Run with Wine
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@@ -163,28 +123,6 @@ cd build/windows64-clang/Minecraft.Client
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wine ./Minecraft.Client.exe
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```
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Run dedicated server:
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```bash
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cd build/windows64-clang/Minecraft.Server
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wine ./Minecraft.Server.exe -port 25565 -bind 0.0.0.0 -name DedicatedServer
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```
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### NixOS / Nix
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For NixOS or systems with Nix installed, use the provided flake:
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```bash
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nix build .#client
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nix build .#server
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```
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Or enter the development shell with all dependencies:
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```bash
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nix develop
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```
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Notes:
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- Requires LLVM 15+ with clang-cl, lld-link, llvm-rc, and llvm-mt.
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- The xwin tool downloads ~1GB of SDK files on first run.
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@@ -33,7 +33,6 @@ However, we would accept changes that...
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## Current Goals
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- Being a robust Desktop version of LCE
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- Having proper controller support across all types, brands on Desktop or Desktop-like platforms (Steam Deck)
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- Improving stability as much as possible
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- Fixing as many bugs as possible
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