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2 changes: 1 addition & 1 deletion getting-started/create-mod.md
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Expand Up @@ -35,7 +35,7 @@ Geode will also look for these special files within your mod folder:

Now, to build your mod you have a few options:

If youre using an IDE such as Clion, VScode or Visual Studio, head over to the [IDE Setup](/getting-started/ide-setup) page.
If youre using an IDE such as Clion, VS Code or Visual Studio, head over to the [IDE Setup](/getting-started/ide-setup) page.

If you're building for Android, check out the [Android section](#build-for-android).

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14 changes: 7 additions & 7 deletions getting-started/ide-setup.md
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Expand Up @@ -13,11 +13,11 @@ You can use one of the following IDEs for developing Geode mods. Using an IDE is

# Visual Studio Code

* [VSCode on Windows](#vscode-on-windows)
* [VSCode on Mac](#vscode-on-mac)
* [VSCode on Linux](#vscode-on-linux)
* [VS Code on Windows](#vs-code-on-windows)
* [VS Code on Mac](#vs-code-on-mac)
* [VS Code on Linux](#vs-code-on-linux)

## VSCode on Windows
## VS Code on Windows

For VS Code, we recommend a few extensions:
* [`C/C++`](https://marketplace.visualstudio.com/items?itemName=ms-vscode.cpptools)
Expand Down Expand Up @@ -53,11 +53,11 @@ For VS Code on Mac, we recommend a few extensions:

There are a few steps you should follow to get proper intellisense (you should only need to do these once per project, ideally):

1. With VSCode open on your project, press F1 and run `CMake: Select a Kit`. You should choose **Clang**.
1. With VS Code open on your project, press F1 and run `CMake: Select a Kit`. You should choose **Clang**.

Now, build your mod by pressing F1 and running `CMake: Build`. **You must build your mod first so that errors such as `#include <Geode/modify/MenuLayer.hpp> not found` go away.** If the mod was built successfully, the exit code at the end should be 0. If any errors still persist after building the mod, try restarting VS Code.

## VSCode on Linux
## VS Code on Linux

The setup is very similar to [VSCode on Mac](#vscode-on-mac), so you can follow that. The primary difference is you have to manually create a kit, which can be done like so:

Expand Down Expand Up @@ -198,4 +198,4 @@ Now, in the toolchain settings on the right side of the **Name** field, click th
After that, you can follow the same steps as on Windows to build your mod.

For some specific mods/libraries (most people won't need this), you might also want to add the clang-cl toolchain. Everything is the same as with clang, except you have to use the `clang-cl-msvc.cmake` toolchain file instead. (Copy the environment file and change the `CMAKE_TOOLCHAIN_FILE` variable to point to the `clang-cl-msvc.cmake` file.)
Also make sure you're using `clang-cl` as the compiler in the toolchain settings.
Also make sure you're using `clang-cl` as the compiler in the toolchain settings.
3 changes: 2 additions & 1 deletion mods/settings-old.md
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Expand Up @@ -60,7 +60,7 @@ $execute {

## Supported setting types

*Tip: If you have our VSCode extension, you will get validation for these setting types*
*Tip: If you have our VS Code extension, you will get validation for these setting types*

Most of these can have a `default` key to set a default value.
```json
Expand Down Expand Up @@ -261,3 +261,4 @@ $on_mod(Loaded) {
```

You can find an example of custom settings [in the test dependency mod in Geode](https://github.com/geode-sdk/geode/blob/main/loader/test/dependency/main.cpp#L60-L145).