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Fix paths to dist templates

Rémi Verschelde 8 年之前
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2d7b6ac11b

+ 2 - 0
development/compiling/batch_building_templates.rst

@@ -3,6 +3,8 @@
 Batch building templates
 Batch building templates
 ========================
 ========================
 
 
+.. note:: This page is outdated and needs to be updated or removed.
+
 The following is almost the same script that we use to build all the
 The following is almost the same script that we use to build all the
 export templates that go to the website. If you want to build or roll them
 export templates that go to the website. If you want to build or roll them
 yourself, this might be of use.
 yourself, this might be of use.

+ 4 - 3
development/compiling/compiling_for_osx.rst

@@ -30,12 +30,13 @@ runs without any dependencies. Executing it will bring up the project
 manager.
 manager.
 
 
 To create an .app like in the official builds, you need to use the template
 To create an .app like in the official builds, you need to use the template
-located in ``tools/dist/osx_tools.app``. Typically (for a "fat" binary that
-supports both 32-bit and 64-bit architectures):
+located in ``misc/dist/osx_tools.app``. Typically, for a "fat" binary that
+supports both 32-bit and 64-bit architectures, and with an optimised binary
+built with `scons p=osx target=release_debug`:
 
 
 ::
 ::
 
 
-    user@host:~/godot$ cp -r tools/dist/osx_tools.app ./Godot.app
+    user@host:~/godot$ cp -r misc/dist/osx_tools.app ./Godot.app
     user@host:~/godot$ mkdir -p Godot.app/Contents/MacOS
     user@host:~/godot$ mkdir -p Godot.app/Contents/MacOS
     user@host:~/godot$ cp bin/godot.osx.opt.tools.fat Godot.app/Contents/MacOS/Godot
     user@host:~/godot$ cp bin/godot.osx.opt.tools.fat Godot.app/Contents/MacOS/Godot
     user@host:~/godot$ chmod +x Godot.app/Contents/MacOS/Godot
     user@host:~/godot$ chmod +x Godot.app/Contents/MacOS/Godot

+ 1 - 1
development/compiling/compiling_for_uwp.rst

@@ -55,7 +55,7 @@ In the end your ``bin`` folder will have the ``.exe`` binaries with a name
 like ``godot.uwp.opt.debug.32.x86.exe`` (with variations for each
 like ``godot.uwp.opt.debug.32.x86.exe`` (with variations for each
 target/arch).
 target/arch).
 
 
-Copy one of these to ``tools/dist/uwp_template`` inside the Godot source
+Copy one of these to ``misc/dist/uwp_template`` inside the Godot source
 folder and rename the binary to ``godot.uwp.exe``. From the ANGLE source,
 folder and rename the binary to ``godot.uwp.exe``. From the ANGLE source,
 under ``winrt/10/src/Release_%arch%`` (where ``%arch%`` can be ``Win32``,
 under ``winrt/10/src/Release_%arch%`` (where ``%arch%`` can be ``Win32``,
 ``x64`` or ``ARM``), get the ``libEGL.dll`` and the ``libGLESv2.dll``,
 ``x64`` or ``ARM``), get the ``libEGL.dll`` and the ``libGLESv2.dll``,