瀏覽代碼

Update custom templates images on compiling pages

skyace65 2 周之前
父節點
當前提交
fa1d5635dd

+ 2 - 2
contributing/development/compiling/compiling_for_android.rst

@@ -204,9 +204,9 @@ next to your export templates.
 
 
 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 template binaries as custom export templates
 might instead want to configure your template binaries as custom export templates
-here:
+in the project export menu. You must have **Advanced Options** enabled to set this.
 
 
-.. image:: img/andtemplates.png
+.. image:: img/andtemplates.webp
 
 
 You don't even need to copy them, you can just reference the resulting
 You don't even need to copy them, you can just reference the resulting
 file in the ``bin\`` directory of your Godot source folder, so that the
 file in the ``bin\`` directory of your Godot source folder, so that the

+ 3 - 2
contributing/development/compiling/compiling_for_linuxbsd.rst

@@ -376,9 +376,10 @@ and named like this (even for \*BSD which is seen as "Linux/X11" by Godot):
 
 
 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
-here:
+in the project export menu. You must have **Advanced Options** enabled
+to set this.
 
 
-.. image:: img/lintemplates.png
+.. image:: img/lintemplates.webp
 
 
 You don't even need to copy them, you can just reference the resulting
 You don't even need to copy them, you can just reference the resulting
 files in the ``bin/`` directory of your Godot source folder, so the next
 files in the ``bin/`` directory of your Godot source folder, so the next

+ 2 - 3
contributing/development/compiling/compiling_for_windows.rst

@@ -489,12 +489,11 @@ With the following names:
 
 
 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
-here:
+in the project export menu. You must have **Advanced Options** enabled
+to set this.
 
 
 .. image:: img/wintemplates.webp
 .. image:: img/wintemplates.webp
 
 
-Select matching architecture in the export config.
-
 You don't need to copy them in this case, just reference the resulting
 You don't need to copy them in this case, just reference the resulting
 files in the ``bin\`` directory of your Godot source folder, so the next
 files in the ``bin\`` directory of your Godot source folder, so the next
 time you build, you will automatically have the custom templates referenced.
 time you build, you will automatically have the custom templates referenced.

二進制
contributing/development/compiling/img/andtemplates.png


二進制
contributing/development/compiling/img/andtemplates.webp


二進制
contributing/development/compiling/img/lintemplates.png


二進制
contributing/development/compiling/img/lintemplates.webp


二進制
contributing/development/compiling/img/wintemplates.webp