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Update the names of the export binaries

Mikael Hermansson 1 year ago
parent
commit
3279f8a8a8

+ 8 - 4
contributing/development/compiling/compiling_for_linuxbsd.rst

@@ -345,10 +345,14 @@ and named like this (even for \*BSD which is seen as "Linux/X11" by Godot):
 
 
 ::
 ::
 
 
-    linux_x11_32_debug
-    linux_x11_32_release
-    linux_x11_64_debug
-    linux_x11_64_release
+    linux_debug.arm32
+    linux_debug.arm64
+    linux_debug.x86_32
+    linux_debug.x86_64
+    linux_release.arm32
+    linux_release.arm64
+    linux_release.x86_32
+    linux_release.x86_64
 
 
 However, if you are writing your custom modules or custom C++ code, you
 However, if you are writing your custom modules or custom C++ code, you
 might instead want to configure your binaries as custom export templates
 might instead want to configure your binaries as custom export templates

+ 10 - 6
contributing/development/compiling/compiling_for_windows.rst

@@ -410,18 +410,22 @@ with the following flags:
 
 
 If you plan on replacing the standard export templates, copy these to the
 If you plan on replacing the standard export templates, copy these to the
 following location, replacing ``<version>`` with the version identifier
 following location, replacing ``<version>`` with the version identifier
-(such as ``3.1.1.stable`` or ``3.2.dev``):
+(such as ``4.2.1.stable`` or ``4.3.dev``):
 
 
 .. code-block:: none
 .. code-block:: none
 
 
-    %USERPROFILE%\AppData\Roaming\Godot\templates\<version>\
+    %APPDATA%\Godot\export_templates\<version>\
 
 
 With the following names::
 With the following names::
 
 
-    windows_32_debug.exe
-    windows_32_release.exe
-    windows_64_debug.exe
-    windows_64_release.exe
+    windows_debug_x86_32_console.exe
+    windows_debug_x86_32.exe
+    windows_debug_x86_64_console.exe
+    windows_debug_x86_64.exe
+    windows_release_x86_32_console.exe
+    windows_release_x86_32.exe
+    windows_release_x86_64_console.exe
+    windows_release_x86_64.exe
 
 
 However, if you are using custom modules or custom engine code, you
 However, if you are using custom modules or custom engine code, you
 may instead want to configure your binaries as custom export templates
 may instead want to configure your binaries as custom export templates

+ 26 - 12
contributing/development/compiling/introduction_to_the_buildsystem.rst

@@ -422,20 +422,34 @@ platform:
 
 
     android_debug.apk
     android_debug.apk
     android_release.apk
     android_release.apk
-    web_debug.zip
-    web_release.zip
-    linux_server_32
-    linux_server_64
-    linux_x11_32_debug
-    linux_x11_32_release
-    linux_x11_64_debug
-    linux_x11_64_release
+    android_source.zip
+    ios.zip
+    linux_debug.arm32
+    linux_debug.arm64
+    linux_debug.x86_32
+    linux_debug.x86_64
+    linux_release.arm32
+    linux_release.arm64
+    linux_release.x86_32
+    linux_release.x86_64
     macos.zip
     macos.zip
     version.txt
     version.txt
-    windows_32_debug.exe
-    windows_32_release.exe
-    windows_64_debug.exe
-    windows_64_release.exe
+    web_debug.zip
+    web_dlink_debug.zip
+    web_dlink_nothreads_debug.zip
+    web_dlink_nothreads_release.zip
+    web_dlink_release.zip
+    web_nothreads_debug.zip
+    web_nothreads_release.zip
+    web_release.zip
+    windows_debug_x86_32_console.exe
+    windows_debug_x86_32.exe
+    windows_debug_x86_64_console.exe
+    windows_debug_x86_64.exe
+    windows_release_x86_32_console.exe
+    windows_release_x86_32.exe
+    windows_release_x86_64_console.exe
+    windows_release_x86_64.exe
 
 
 To create those yourself, follow the instructions detailed for each
 To create those yourself, follow the instructions detailed for each
 platform in this same tutorial section. Each platform explains how to
 platform in this same tutorial section. Each platform explains how to