KDevelop: SCons, source launch and debugging
Build working directory, indexing, executable selection and diagnosis.
Use KDevelop for Reckfell 1.0.0 C/C++ source. A game's C# project is separate. The source build uses SCons, not CMake or a generated Makefile.
Select the source and build environment
Open/import the Source directory containing SConstruct. Choose Custom Build System if that project manager is available in your installation. Importing files configures the IDE; it does not compile the engine. If the plugin is unavailable, use KDevelop for editing and invoke SCons from a terminal in Source.
Prepare the compiler and dependencies using the build instructions. Configure the external Build command as follows:
| Setting | Value |
|---|---|
| Executable | Actual SCons executable available to the IDE environment |
| Working/build directory | Absolute path to Source containing SConstruct |
| Arguments | Options after scons in the command below |
Linux x86_64 editor example:
scons platform=linuxbsd target=editor arch=x86_64 dev_build=yes debug_symbols=yesRun the same command in a terminal first if the IDE cannot find a compiler or dependency. Compare PATH and environment, not just the selected project. platform=linuxbsd selects the platform; target=editor selects the editor. Windows requires platform=windows and its own toolchain.
Do not leave compiledb_gen_only=yes or vsproj_gen_only=yes in Build. Generating indexing/project metadata is a different operation from producing an executable. Do not add a make step to a directory without a Makefile.
Configure indexing separately
An include-path list containing only the source root is insufficient. Match header paths, compiler, generated headers and preprocessor definitions to the selected SCons configuration. A Windows definition set does not describe a Linux build. IDE diagnostics do not replace the compiler's build result; successful compilation does not prove the IDE code model is configured correctly.
Launch the correct executable
In Run → Configure Launches, set the executable, arguments and environment. Select the actual newly built output in Source/bin; its filename depends on platform, target, dev_build and arch. Check the build log and file timestamp instead of copying another configuration's filename.
Pass --path followed by the absolute directory containing project.reckfell. Add --editor to open that project in the editor. A working directory alone does not identify the project reliably. Configure the native debugger supported by the compiler, with matching binary, symbols and source.
Expected result: Build completes compilation/linking and the launch opens the selected project. To test a breakpoint, use a C++ line executed by that process; attaching to Project Manager or another Play process can leave it unhit. This setup does not debug managed C# code.
| Problem | Check |
|---|---|
| SCons cannot start | Executable path and IDE environment |
| SConstruct not found | Build working directory is Source |
| No new binary | Build errors and generation-only options |
| Project Manager opens | Explicit --path and project.reckfell location |
| Breakpoint remains unresolved | Selected process, matching symbols and supported debugger |
Verification limits
Build options, output naming and launch semantics were reviewed against current source. Earlier Windows headless --path evidence is reused only for engine CLI behavior. KDevelop GUI, indexing, Linux compilation and breakpoints were not executed. Source, Runtime and SDK remain unchanged.