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Update export template docs to use Godot 4.x target names

Aaron Franke 1 年之前
父節點
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65f2d2b36f

+ 4 - 4
contributing/development/compiling/compiling_for_ios.rst

@@ -78,11 +78,11 @@ should be placed in ``libgodot.ios.debug.xcframework`` and ``libgodot.ios.releas
 
 
     $ cp -r misc/dist/ios_xcode .
     $ cp -r misc/dist/ios_xcode .
 
 
-    $ cp libgodot.ios.debug.arm64.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a
-    $ lipo -create libgodot.ios.debug.arm64.simulator.a libgodot.ios.debug.x86_64.simulator.a -output ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
+    $ cp libgodot.ios.template_debug.arm64.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a
+    $ lipo -create libgodot.ios.template_debug.arm64.simulator.a libgodot.ios.template_debug.x86_64.simulator.a -output ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
 
 
-    $ cp libgodot.ios.opt.arm64.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
-    $ lipo -create libgodot.ios.opt.arm64.simulator.a libgodot.ios.opt.x86_64.simulator.a -output ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
+    $ cp libgodot.ios.template_release.arm64.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
+    $ lipo -create libgodot.ios.template_release.arm64.simulator.a libgodot.ios.template_release.x86_64.simulator.a -output ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
 
 
 The MoltenVK static ``.xcframework`` folder must also be placed in the ``ios_xcode``
 The MoltenVK static ``.xcframework`` folder must also be placed in the ``ios_xcode``
 folder once it has been created.
 folder once it has been created.

+ 6 - 6
contributing/development/compiling/compiling_for_macos.rst

@@ -128,7 +128,7 @@ of those two architectures by leaving out the ``lipo`` step below.
     scons platform=macos target=template_release arch=x86_64
     scons platform=macos target=template_release arch=x86_64
     scons platform=macos target=template_debug arch=x86_64
     scons platform=macos target=template_debug arch=x86_64
 
 
-- For ARM64 (Apple M1)::
+- For Arm64 (Apple M1)::
 
 
     scons platform=macos target=template_release arch=arm64
     scons platform=macos target=template_release arch=arm64
     scons platform=macos target=template_debug arch=arm64
     scons platform=macos target=template_debug arch=arm64
@@ -136,20 +136,20 @@ of those two architectures by leaving out the ``lipo`` step below.
 To support both architectures in a single "Universal 2" binary, run the above
 To support both architectures in a single "Universal 2" binary, run the above
 two commands blocks and then use ``lipo`` to bundle them together::
 two commands blocks and then use ``lipo`` to bundle them together::
 
 
-    lipo -create bin/godot.macos.opt.x86_64 bin/godot.macos.opt.arm64 -output bin/godot.macos.opt.universal
-    lipo -create bin/godot.macos.opt.debug.x86_64 bin/godot.macos.opt.debug.arm64 -output bin/godot.macos.opt.debug.universal
+    lipo -create bin/godot.macos.template_release.x86_64 bin/godot.macos.template_release.arm64 -output bin/godot.macos.template_release.universal
+    lipo -create bin/godot.macos.template_debug.x86_64 bin/godot.macos.template_debug.arm64 -output bin/godot.macos.template_debug.universal
 
 
 To create an ``.app`` bundle like in the official builds, you need to use the
 To create an ``.app`` bundle like in the official builds, you need to use the
 template located in ``misc/dist/macos_template.app``. The release and debug
 template located in ``misc/dist/macos_template.app``. The release and debug
 builds should be placed in ``macos_template.app/Contents/MacOS`` with the names
 builds should be placed in ``macos_template.app/Contents/MacOS`` with the names
-``godot_macos_release.64`` and ``godot_macos_debug.64`` respectively. You can do so
+``godot_macos_release.universal`` and ``godot_macos_debug.universal`` respectively. You can do so
 with the following commands (assuming a universal build, otherwise replace the
 with the following commands (assuming a universal build, otherwise replace the
 ``.universal`` extension with the one of your arch-specific binaries)::
 ``.universal`` extension with the one of your arch-specific binaries)::
 
 
     cp -r misc/dist/macos_template.app .
     cp -r misc/dist/macos_template.app .
     mkdir -p macos_template.app/Contents/MacOS
     mkdir -p macos_template.app/Contents/MacOS
-    cp bin/godot.macos.opt.universal macos_template.app/Contents/MacOS/godot_macos_release.64
-    cp bin/godot.macos.opt.debug.universal macos_template.app/Contents/MacOS/godot_macos_debug.64
+    cp bin/godot.macos.template_release.universal macos_template.app/Contents/MacOS/godot_macos_release.universal
+    cp bin/godot.macos.template_debug.universal macos_template.app/Contents/MacOS/godot_macos_debug.universal
     chmod +x macos_template.app/Contents/MacOS/godot_macos*
     chmod +x macos_template.app/Contents/MacOS/godot_macos*
 
 
 .. note::
 .. note::

+ 6 - 6
contributing/development/compiling/compiling_for_web.rst

@@ -49,17 +49,17 @@ enabled. Since ``eval()`` calls can be a security concern, the
 
 
 The engine will now be compiled to WebAssembly by Emscripten. Once finished,
 The engine will now be compiled to WebAssembly by Emscripten. Once finished,
 the resulting file will be placed in the ``bin`` subdirectory. Its name is
 the resulting file will be placed in the ``bin`` subdirectory. Its name is
-``godot.web.opt.wasm32.zip`` for release or ``godot.web.opt.debug.wasm32.zip``
+``godot.web.template_release.wasm32.zip`` for release or ``godot.web.template_debug.wasm32.zip``
 for debug.
 for debug.
 
 
 Finally, rename the zip archive to ``web_release.zip`` for the
 Finally, rename the zip archive to ``web_release.zip`` for the
 release template::
 release template::
 
 
-    mv bin/godot.web.opt.wasm32.zip bin/web_release.zip
+    mv bin/godot.web.template_release.wasm32.zip bin/web_release.zip
 
 
 And ``web_debug.zip`` for the debug template::
 And ``web_debug.zip`` for the debug template::
 
 
-    mv bin/godot.web.opt.debug.wasm32.zip bin/web_debug.zip
+    mv bin/godot.web.template_debug.wasm32.zip bin/web_debug.zip
 
 
 GDExtension
 GDExtension
 -----------
 -----------
@@ -80,8 +80,8 @@ Its name will have ``_dlink`` added.
 Finally, rename the zip archives to ``web_dlink_release.zip`` and
 Finally, rename the zip archives to ``web_dlink_release.zip`` and
 ``web_dlink_release.zip`` for the release template::
 ``web_dlink_release.zip`` for the release template::
 
 
-    mv bin/godot.web.opt.wasm32.dlink.zip bin/web_dlink_release.zip
-    mv bin/godot.web.opt.debug.wasm32.dlink.zip bin/web_dlink_debug.zip
+    mv bin/godot.web.template_release.wasm32.dlink.zip bin/web_dlink_release.zip
+    mv bin/godot.web.template_debug.wasm32.dlink.zip bin/web_dlink_debug.zip
 
 
 Building the editor
 Building the editor
 -------------------
 -------------------
@@ -93,7 +93,7 @@ over the native build. You can build the editor with::
     scons platform=web target=editor
     scons platform=web target=editor
 
 
 Once finished, the resulting file will be placed in the ``bin`` subdirectory.
 Once finished, the resulting file will be placed in the ``bin`` subdirectory.
-Its name will be ``godot.web.opt.tools.wasm32.zip``. You can upload the
+Its name will be ``godot.web.editor.wasm32.zip``. You can upload the
 zip content to your web server and visit it with your browser to use the editor.
 zip content to your web server and visit it with your browser to use the editor.
 
 
 Refer to the :ref:`export page <doc_javascript_export_options>` for the web
 Refer to the :ref:`export page <doc_javascript_export_options>` for the web