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Add doc for engine compilation config editor
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.. _doc_engine_compilation_config_editor:
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Engine Compilation Configuration Editor
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=======================================
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The "Engine Compilation Configuration Editor" in Godot is a tool that allows developers
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to configure and customize the compilation settings for the Godot game engine
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while exporting your project as executable.
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This includes options for enabling or disabling specific features, text rendering
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options, and nodes and classes.
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By using this editor, developers can tailor the engine's compilation to suit their
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specific project requirements, optimize for size, and manage the inclusion or
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exclusion of various engine features.
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Usage
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=====
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To access the tool, navigate to `Project > Tools > Engine Compilation Configuration Editor...`.
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You will see the following window:
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.. image:: img/engine_compilation_config_editor.webp
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Under "Configure Engine Compilation Profile", you will see a comprehensive set of
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options that you can enable or disable, grouped under "General Features", "Text
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Rendering and Font Options", and "Nodes and Classes".
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By default, all features, font rendering options
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(except the :ref:`Text Fallback Server <class_TextServerFallback>`),
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and classes will be active.
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You can click on the items to read their descriptions below.
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The settings affect the final size of the exported project; therefore, you may consider
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disabling the items that you will not need in your project.
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For example, if you develop only 2D games and will never use a 3D-related node in your
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project, you may consider disabling `3D Engine` and `3D Physics` from the
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`General Feature` section.
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In this window, you can create profiles to load later for different projects.
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Type a name under `Profile` and save it. This will create a new `.build` file.
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If you want to revert your changes back to the original values, you can use
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"Reset to Defaults."
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You can also use the "Detect From Project" button if you want to quickly select only
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the nodes and classes that your project is using, and disable others automatically.
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If you still want to have some nodes and resources selected even though you do not
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use them, you can force their selection by typing them under "Forced Classes on Detect."
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Separate multiple node and class names by a comma (,). For example, writing
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``Bone2D, Line2D`` and pressing on "Detect from Project" will keep these two nodes
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selected even if the Godot does not detect them in the project's files.
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tutorials/editor/index.rst

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inspector_dock
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project_settings
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orphan_resource_explorer
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engine_compilation_config_editor
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default_key_mapping
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customizing_editor
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