mail[Wesnoth-commits] r28650 - /trunk/RELEASE_NOTES


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Posted by koraq on August 16, 2008 - 16:53:
Author: mordante
Date: Sat Aug 16 16:53:09 2008
New Revision: 28650

URL: http://svn.gna.org/viewcvs/wesnoth?rev=28650&view=rev
Log:
Editor2 is enabled by default.

Modified:
    trunk/RELEASE_NOTES

Modified: trunk/RELEASE_NOTES
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/RELEASE_NOTES?rev=28650&r1=28649&r2=28650&view=diff
==============================================================================
--- trunk/RELEASE_NOTES (original)
+++ trunk/RELEASE_NOTES Sat Aug 16 16:53:09 2008
@@ -21,14 +21,14 @@
 is compiled in the game executable. The old editor remains in its own 
 executable, both can safely coexist.
 
-To build the game with the new editor, use scons with editor2=yes or an 
-equivalent option in the other build systems (--with-editor2). Remember that 
-you need to build the game, not the editor target -- wesnoth_editor is the 
-largely unmodified old editor. If building manually, you must define the 
-USE_EDITOR symbol and add the editor2 sources to the build. The USE_EDITOR2 
-symbol does not affect building of the old editor.
+To build the game with the new editor, use scons with editor2=yes or an
+equivalent option in the other build systems (--with-editor2). This option is
+enab;ed by default. Remember that you need to build the game, not the editor
+target -- wesnoth_editor is the largely unmodified old editor. If building
+manually, you must define the USE_EDITOR symbol and add the editor2 sources 
to
+the build. The USE_EDITOR2 symbol does not affect building of the old editor.
 
 To start the new editor, launch wesnoth.exe and choose "Editor" in the title
 menu, or use the -e or --editor command line option, i.e. "wesnoth -e". If 
this
 fails and there is no "Editor" button, it means the game was compiled without
-editor2 support. 
+editor2 support.




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