diff --git a/README.md b/README.md index 0f9e9b155..e2a50f4ef 100644 --- a/README.md +++ b/README.md @@ -56,6 +56,10 @@ Finally, compile the proto files into TypeScript. build build-protos ``` +## Developing: Environment + +Go through the different packages in the `packages` directory and clone their respective `template.env`'s to `.env` files. Follow the instructions in the `.env` files to fill them out as much as you can. + ## Developing: Running ```bash diff --git a/packages/website/template.env b/packages/website/template.env new file mode 100644 index 000000000..e2f4d103f --- /dev/null +++ b/packages/website/template.env @@ -0,0 +1,35 @@ +# Point this to your local installation of the game (make sure you see the Data +# folder within the directory you're putting here); don't forget to use +# double quotation marks if your path has spaces +CLIENT_DIR= + +# Should be set to * for local development to build all chunks at once +CHUNK=* + +# Should always be development when using CHUNKS=* +PUBLIC_ENVIRONMENT=development + +# GuidesBlitz is the official textual partner of BlitzKit, but, really any +# website that supports BlitzKit tank slugs like example.com/tank-slug works +# too +PUBLIC_GUIDE_WEBSITE=https://guidesblitz.com + +# The tag manager doesn't do anything in localhost, but here's what BlitzKit +# uses for completeness sake +PUBLIC_GOOGLE_TAG_MANAGER_ID=G-GL2JVHCGPQ + +# A very rare, but required variable, enabling the advertising of BlitzKit +# OpenTest; TODO: make this a string field to allow for cross-advertising for +# any branch of BlitzKit +PUBLIC_PROMOTE_OPENTEST=false + +# Legacy variable; this will be removed soon +PUBLIC_STATIC_ASSET_BASE=https://assets.blitzkit.app + +# Proprietary Wargaming fields; you shouldn't need these for 99% of the tasks +WOTB_GLOSSARY= +WOTB_GLOSSARY_DOMAIN= +WOTB_GLOSSARY_PATH= + +# Generate your own application id: https://developers.wargaming.net +PUBLIC_WARGAMING_APPLICATION_ID= \ No newline at end of file