2
0
Эх сурвалжийг харах

Remove UWP mentions as the platform port was removed in 4.2

Rémi Verschelde 1 жил өмнө
parent
commit
ee401703f0

+ 1 - 1
about/complying_with_licenses.rst

@@ -103,7 +103,7 @@ Output log
 
 Printing the licensing text using the :ref:`print() <class_@GlobalScope_method_print>`
 function may be enough on platforms where a global output log is readable.
-This is the case on desktop platforms, Android and HTML5 (but not iOS and UWP).
+This is the case on desktop platforms, Android and HTML5 (but not iOS).
 
 Accompanying file
 ^^^^^^^^^^^^^^^^^

+ 8 - 1
about/faq.rst

@@ -47,7 +47,7 @@ Which platforms are supported by Godot?
 
 **For exporting your games:**
 
-* Windows (and UWP)
+* Windows
 * macOS
 * Linux, \*BSD
 * Android
@@ -68,6 +68,13 @@ about :ref:`doc_consoles`.
 For more on this, see the sections on :ref:`exporting <toc-learn-workflow-export>`
 and :ref:`compiling Godot yourself <toc-devel-compiling>`.
 
+.. note::
+
+    Godot 3 also had support for Universal Windows Platform (UWP). This platform
+    port was removed in Godot 4 due to lack of maintenance, and it being
+    deprecated by Microsoft. It is still available in the current stable release
+    of Godot 3 for interested users.
+
 Which programming languages are supported in Godot?
 ---------------------------------------------------
 

+ 0 - 12
contributing/development/compiling/compiling_for_uwp.rst

@@ -1,12 +0,0 @@
-.. _doc_compiling_for_uwp:
-
-Compiling for Universal Windows Platform
-========================================
-
-.. important::
-
-    Compiling UWP export templates is not implemented in Godot 4.
-    Godot 3 has limited UWP support, but there are many
-    `known issues <https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aplatform%3Auwp>`__.
-
-    We recommend you use the :ref:`Win32 export <doc_exporting_for_windows>` instead.

+ 0 - 1
contributing/development/compiling/index.rst

@@ -47,7 +47,6 @@ will try their best to cover all possible situations.
    compiling_for_android
    compiling_for_ios
    cross-compiling_for_ios_on_linux
-   compiling_for_uwp
    compiling_for_web
 
 Other compilation targets and options

+ 1 - 2
contributing/development/compiling/introduction_to_the_buildsystem.rst

@@ -31,7 +31,6 @@ documentation to learn more:
 - :ref:`doc_compiling_for_ios`
 - :ref:`doc_compiling_for_linuxbsd`
 - :ref:`doc_compiling_for_macos`
-- :ref:`doc_compiling_for_uwp`
 - :ref:`doc_compiling_for_web`
 - :ref:`doc_compiling_for_windows`
 
@@ -450,5 +449,5 @@ line (and nothing else). This version identifier is based on the ``major``,
 
 If you are developing for multiple platforms, macOS is definitely the most
 convenient host platform for cross-compilation, since you can cross-compile for
-almost every target (except for UWP). Linux and Windows come in second place,
+every target. Linux and Windows come in second place,
 but Linux has the advantage of being the easier platform to set this up.

+ 0 - 1
contributing/development/core_and_modules/custom_platform_ports.rst

@@ -47,7 +47,6 @@ The official platform ports can be used as a reference when creating a custom pl
 - `Linux/\*BSD <https://github.com/godotengine/godot/tree/master/platform/linuxbsd>`__
 - `Android <https://github.com/godotengine/godot/tree/master/platform/android>`__
 - `iOS <https://github.com/godotengine/godot/tree/master/platform/ios>`__
-- `UWP <https://github.com/godotengine/godot/tree/master/platform/uwp>`__ *(not currently working)*
 - `Web <https://github.com/godotengine/godot/tree/master/platform/web>`__
 
 While platform code is usually self-contained, there are exceptions to this

+ 1 - 1
contributing/workflow/bug_triage_guidelines.rst

@@ -142,7 +142,7 @@ can focus on the issues labelled with their team's topic.
 
 **Platforms:**
 
-*Android*, *HTML5*, *iOS*, *Linux*, *macOS*, *Windows*, *UWP*
+*Android*, *iOS*, *Linux*, *macOS*, *Web*, *Windows*
 
 By default, it is assumed that a given issue applies to all platforms.
 If one of the platform labels is used, it is then exclusive and the

+ 0 - 12
tutorials/export/exporting_for_uwp.rst

@@ -1,12 +0,0 @@
-.. _doc_exporting_for_uwp:
-
-Exporting for Universal Windows Platform
-========================================
-
-.. important::
-
-    Exporting projects to UWP is not implemented in Godot 4.
-    Godot 3 has limited UWP support, but there are many
-    `known issues <https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aplatform%3Auwp>`__.
-
-    We recommend you use the :ref:`Win32 export <doc_exporting_for_windows>` instead.

+ 0 - 2
tutorials/export/feature_tags.rst

@@ -50,8 +50,6 @@ Here is a list of most feature tags in Godot. Keep in mind they are **case-sensi
 +-----------------+----------------------------------------------------------+
 | **ios**         | Running on iOS (but not within a Web browser)            |
 +-----------------+----------------------------------------------------------+
-| **uwp**         | Running on UWP (but not within a Web browser)            |
-+-----------------+----------------------------------------------------------+
 | **windows**     | Running on Windows                                       |
 +-----------------+----------------------------------------------------------+
 | **linuxbsd**    | Running on Linux or \*BSD                                |

+ 0 - 1
tutorials/export/index.rst

@@ -13,7 +13,6 @@ Export
    running_on_macos
    exporting_for_windows
    changing_application_icon_for_windows
-   exporting_for_uwp
    exporting_for_ios
    exporting_for_android
    android_gradle_build

+ 1 - 1
tutorials/scripting/c_sharp/c_sharp_features.rst

@@ -196,7 +196,7 @@ When **exporting**, the following may also be defined depending on the export fe
 
 * One of ``GODOT_PC``, ``GODOT_MOBILE``, or ``GODOT_WEB`` depending on the platform type.
 
-* One of ``GODOT_WINDOWS``, ``GODOT_LINUXBSD``, ``GODOT_MACOS``, ``GODOT_UWP``, ``GODOT_HAIKU``, ``GODOT_ANDROID``, ``GODOT_IOS``, or ``GODOT_WEB`` depending on the platform.
+* One of ``GODOT_WINDOWS``, ``GODOT_LINUXBSD``, ``GODOT_MACOS``, ``GODOT_ANDROID``, ``GODOT_IOS``, or ``GODOT_WEB`` depending on the platform.
 
 To see an example project, see the OS testing demo:
 https://github.com/godotengine/godot-demo-projects/tree/master/misc/os_test