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Remove UWP mentions as the platform port was removed in 4.2

Rémi Verschelde 1 年之前
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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>`
 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.
 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
 Accompanying file
 ^^^^^^^^^^^^^^^^^
 ^^^^^^^^^^^^^^^^^

+ 8 - 1
about/faq.rst

@@ -47,7 +47,7 @@ Which platforms are supported by Godot?
 
 
 **For exporting your games:**
 **For exporting your games:**
 
 
-* Windows (and UWP)
+* Windows
 * macOS
 * macOS
 * Linux, \*BSD
 * Linux, \*BSD
 * Android
 * Android
@@ -68,6 +68,13 @@ about :ref:`doc_consoles`.
 For more on this, see the sections on :ref:`exporting <toc-learn-workflow-export>`
 For more on this, see the sections on :ref:`exporting <toc-learn-workflow-export>`
 and :ref:`compiling Godot yourself <toc-devel-compiling>`.
 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?
 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_android
    compiling_for_ios
    compiling_for_ios
    cross-compiling_for_ios_on_linux
    cross-compiling_for_ios_on_linux
-   compiling_for_uwp
    compiling_for_web
    compiling_for_web
 
 
 Other compilation targets and options
 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_ios`
 - :ref:`doc_compiling_for_linuxbsd`
 - :ref:`doc_compiling_for_linuxbsd`
 - :ref:`doc_compiling_for_macos`
 - :ref:`doc_compiling_for_macos`
-- :ref:`doc_compiling_for_uwp`
 - :ref:`doc_compiling_for_web`
 - :ref:`doc_compiling_for_web`
 - :ref:`doc_compiling_for_windows`
 - :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
 If you are developing for multiple platforms, macOS is definitely the most
 convenient host platform for cross-compilation, since you can cross-compile for
 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.
 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>`__
 - `Linux/\*BSD <https://github.com/godotengine/godot/tree/master/platform/linuxbsd>`__
 - `Android <https://github.com/godotengine/godot/tree/master/platform/android>`__
 - `Android <https://github.com/godotengine/godot/tree/master/platform/android>`__
 - `iOS <https://github.com/godotengine/godot/tree/master/platform/ios>`__
 - `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>`__
 - `Web <https://github.com/godotengine/godot/tree/master/platform/web>`__
 
 
 While platform code is usually self-contained, there are exceptions to this
 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:**
 **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.
 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
 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)            |
 | **ios**         | Running on iOS (but not within a Web browser)            |
 +-----------------+----------------------------------------------------------+
 +-----------------+----------------------------------------------------------+
-| **uwp**         | Running on UWP (but not within a Web browser)            |
-+-----------------+----------------------------------------------------------+
 | **windows**     | Running on Windows                                       |
 | **windows**     | Running on Windows                                       |
 +-----------------+----------------------------------------------------------+
 +-----------------+----------------------------------------------------------+
 | **linuxbsd**    | Running on Linux or \*BSD                                |
 | **linuxbsd**    | Running on Linux or \*BSD                                |

+ 0 - 1
tutorials/export/index.rst

@@ -13,7 +13,6 @@ Export
    running_on_macos
    running_on_macos
    exporting_for_windows
    exporting_for_windows
    changing_application_icon_for_windows
    changing_application_icon_for_windows
-   exporting_for_uwp
    exporting_for_ios
    exporting_for_ios
    exporting_for_android
    exporting_for_android
    android_gradle_build
    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_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:
 To see an example project, see the OS testing demo:
 https://github.com/godotengine/godot-demo-projects/tree/master/misc/os_test
 https://github.com/godotengine/godot-demo-projects/tree/master/misc/os_test