{"id":18048330,"url":"https://github.com/relintai/memr","last_synced_at":"2026-01-18T22:33:12.060Z","repository":{"id":64608084,"uuid":"428395407","full_name":"Relintai/MemR","owner":"Relintai","description":"Small cross platform utility to help you organize images into folders.","archived":false,"fork":false,"pushed_at":"2022-12-14T09:13:00.000Z","size":165,"stargazers_count":0,"open_issues_count":0,"forks_count":1,"subscribers_count":2,"default_branch":"master","last_synced_at":"2025-04-05T05:16:26.937Z","etag":null,"topics":[],"latest_commit_sha":null,"homepage":"","language":"GDScript","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":"mit","status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/Relintai.png","metadata":{"files":{"readme":"Readme.md","changelog":null,"contributing":null,"funding":null,"license":"LICENSE","code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null}},"created_at":"2021-11-15T19:28:44.000Z","updated_at":"2022-12-11T11:07:00.000Z","dependencies_parsed_at":"2022-12-18T14:39:40.555Z","dependency_job_id":null,"html_url":"https://github.com/Relintai/MemR","commit_stats":null,"previous_names":[],"tags_count":2,"template":false,"template_full_name":null,"purl":"pkg:github/Relintai/MemR","repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Relintai%2FMemR","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Relintai%2FMemR/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Relintai%2FMemR/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Relintai%2FMemR/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/Relintai","download_url":"https://codeload.github.com/Relintai/MemR/tar.gz/refs/heads/master","sbom_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Relintai%2FMemR/sbom","scorecard":null,"host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":286080680,"owners_count":28552785,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2026-01-18T20:59:07.572Z","status":"ssl_error","status_checked_at":"2026-01-18T20:59:02.799Z","response_time":98,"last_error":"SSL_connect returned=1 errno=0 peeraddr=140.82.121.5:443 state=error: unexpected eof while reading","robots_txt_status":"success","robots_txt_updated_at":"2025-07-24T06:49:26.215Z","robots_txt_url":"https://github.com/robots.txt","online":false,"can_crawl_api":true,"host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":[],"created_at":"2024-10-30T20:12:25.724Z","updated_at":"2026-01-18T22:33:12.044Z","avatar_url":"https://github.com/Relintai.png","language":"GDScript","funding_links":[],"categories":[],"sub_categories":[],"readme":"# MemR\n\nSmall cross platform utility to help you organize images into folders.\n\nThe project itself resides in the game folder. Open that with the proper version of the pandemonium engine.\n\nFor now you can see the required engine commit hash in the [engine's master entry in this file](https://github.com/Relintai/pandemonium_cms/blob/master/HEADS), \nwhich you can use to get an executable from the engine's [github actions tab](https://github.com/Relintai/pandemonium_engine/actions), or you can \n[compile](#compiling) it yourself.\n\n## Project overview\n\nThe project's workflow has been set up so you can easily compile the proper version of the engine for yourself if you want to.\n\nSee the [Compiling](#compiling) section if you want to know how to do this.\n\n## Compiling\n\nFirst make sure, that you have everything installed to be able to compile the engine. \nSee the [official docs for compiling Godot](https://docs.godotengine.org/en/3.4/development/compiling/index.html) for more info \n(the pandemonium engine is a godot fork, the same instructions will work). \n\nMy setup/compile script uses the same tools, so you don't need to install anything else.\n\nEven though the project doesn't use godot anymore, their docs are still sufficient.\n\nNow let's clone this repository:\n\n``` git clone https://github.com/Relintai/pandemonium_cms ```\n\ncd into the new folder:\n\n``` cd pandemonium_cms ```\n\nNow let's run the project's setup script, by calling scons without arguments.\n\n``` scons ```\n\nThis will clone and setup the engine, and all of the required modules into a new `engine` folder inside the project, using http.\n\n(If you want to use the github's ssh links append `repository_type=ssh` like ``` scons repository_type=ssh ```)\n\nOnce it is done you can compile the engine.\n\nTo build the editor on windows with 4 threads run the following command:\n\n``` scons bew -j4 ```\n\nTo build the editor on linux with 4 threads run the following command:\n\n``` scons bel -j4 ```\n\nI call this feature of the setup script build words. [See](#build-words).\n\nOnce the build finishes you can find the editor executable inside the `./engine/bin/` folder.\n\nFor convenience there is a provided `editor.sh`, or `editor.bat` for running it from the project's folder.\nThese will create a copy, so you can even compile while the editor is running.\n\nAlternatively if you don't want to use build words, you can also just go into the engine folder:\n\n``` cd engine ```\n\nAnd compile godot as per the [official docs](https://docs.godotengine.org/en/latest/development/compiling/index.html).\n\n### Build words\n\nThe project's setup script contains support for \"build words\". These can be used from the root of this project.\n\nFor example to build the editor for windows with 4 threads you can use:\n\n``` scons bew -j4 ```\n\nThe first argument must start with b (build), then it needs to be followed by a few abbreviations (the order does not matters)\n\nThe rest of the arguments will be passed directly to godot's scons script.\n\n#### Editor\n\nAppend `e` to build with `tools=yes` a.k.a. the editor.\n\n``` scons bew -j4 ```\n\nif you omit `e`, the system will build the export template for you. For example:\n\n``` scons bw -j4 ```\n\nThis will be the `release_debug` windows export template.\n\n#### Platform abbreviations\n\n`l`: linux \\\n`w`: windows \\\n`a`: android \\\n`j`: Javascript \\\n`i`: iphone (Not yet finished, use `build_ios.sh`, and `build_ios_release.sh`) \\\nMac OSX: Not yet finished, use `build_osx.sh`\n\n#### Target abbreviations\n\nBy default the system builds in release_debug.\n\nAppend `d` for debug, or `r` for release.\n\n``` scons bewd -j4 ```\n\nbuild editor windows debug\n\n``` scons bwr -j4 ```\n\nbuild windows release (this will build the windows release export template)\n\n#### Shared modules\n\nNote: This only works on linux!\n\nappend `s` to the build string. \n\nOptionally you can also make the build system only build a target module, by appending one of these:\n\n`E`: Entity Spell System \\\n`T`: Texture Packer \\\n`V`: Voxelman \\\n`W`: World Generator \\\n`P`: Procedural Animations\n\nExample:\n\n``` scons belsE -j4 ```\n\nbuild editor linux shared (Entity Spell System) with 4 threads\n\nNote: to easily run the editor you can use the `editor.sh` or `editor.bat` in the root of the project.\n\n#### Other\n\nAppend `v` to pass the `vsproj=yes` parameter to the build script. This will generate Visual Studio project files.\\\nAppend `c` to pass the `compiledb=yes` parameter to the build script. This is a new feature in 3.x to have this disabled by default to lessen compile times.\n\n#### Postfixes\n\nThere are a few postfixes for the build words. These are more complex options. You have to append them to your build word with an underscore.\n\nYou can use as many as you want.\n\nFor example:\n\n``` scons bel_slim_latomic -j4 ```\n\n##### slim\n\nWith this postfix you can build a slimmed down version of the engine. This disables quite a few unneeded modules.\n\n``` scons bel_slim -j4 ```\n\n##### latomic\n\nIf you get linker errors while building the game/editor about undefined referenced with atomic related functions you can use this postfix.\nIt will add the ` -latomic ` command line switch to the linker flags.\n\nI ran into this issue while building on a raspberry pi 4 with the x11 platform. It might be related to the recent reworks to threading.\n\n``` scons bel_latomic -j4 ```\n\n##### strip\n\nAppends `debug_symbols=no` to the build command, which will strip the resulting binary from debug symbols.\n\n``` scons bel_strip -j4 ```\n\n##### threads\n\nAppends `threads_enabled=yes` to the build command. Useful for building the editor for html.\n\n``` scons bej_threads -j4 ```\n\n#### Scons cache, and sdk locations\n\nIn order to use scons cache and to tell the build system where some of the required sdks are located you usually \nhave to use environment variables. Most of the time you might just want to add them globally, \nhowewer this is sometimes unfeasible (e.g. you don't have administrator access, or you just want to have\nmultiple sdk versions installed).\n\nIn order to solve this a build config file was added.\n\nIf you want to use the config simply rename the provided `build.config.example` to `build.config`, and customize \nthe settings inside.\n\n### Manual Setup\n\nIf you you don't want to use the setup script (or just want to know what it actually does), \nthis section will explain how to set everything up manually.\n\nFirst clone the engine:\n\n``` git clone https://github.com/Relintai/pandemonium_engine ```\n\nNow if you look at the [HEADS file](https://github.com/Relintai/pandemonium_cms/blob/master/HEADS).\n\nIt contains the commit hashes for that particular revision for every module and the engine.\nThe engine now contains all the modules, so at the moment only worry about the engine's commit hash.\n\nYou need to go and checkout the proper commit for it.\n\nNow you can go ahead and compile the engine normally.\n\n## Pulling upstream changes\n\nFirst pull the changes by calling\n\n``` git pull orgin master ```\n\nThen just run `scons`, to will update the modules.\n\n## Upgrading the modules\n\nNote: this is how to update the HEADS file. Normally you don't need to do this.\n\nIf you want to update the modules, and the engine to the latest, you can use (`action=update`):\n\n``` scons a=u ``` \n\nYou can also update different targets: `all`, `engine`, `modules`, `all_addons`, `addons`, `third_party_addons`\n\nFor example to update the engine to the latest: ``` scons a=u target=engine ```\n\n\n\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Frelintai%2Fmemr","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Frelintai%2Fmemr","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Frelintai%2Fmemr/lists"}