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Fix paths to dist templates
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@@ -3,6 +3,8 @@
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Batch building templates
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========================
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.. note:: This page is outdated and needs to be updated or removed.
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The following is almost the same script that we use to build all the
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export templates that go to the website. If you want to build or roll them
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yourself, this might be of use.
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@@ -30,12 +30,13 @@ runs without any dependencies. Executing it will bring up the project
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manager.
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To create an .app like in the official builds, you need to use the template
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located in ``tools/dist/osx_tools.app``. Typically (for a "fat" binary that
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supports both 32-bit and 64-bit architectures):
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located in ``misc/dist/osx_tools.app``. Typically, for a "fat" binary that
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supports both 32-bit and 64-bit architectures, and with an optimised binary
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built with `scons p=osx target=release_debug`:
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::
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user@host:~/godot$ cp -r tools/dist/osx_tools.app ./Godot.app
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user@host:~/godot$ cp -r misc/dist/osx_tools.app ./Godot.app
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user@host:~/godot$ mkdir -p Godot.app/Contents/MacOS
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user@host:~/godot$ cp bin/godot.osx.opt.tools.fat Godot.app/Contents/MacOS/Godot
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user@host:~/godot$ chmod +x Godot.app/Contents/MacOS/Godot
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@@ -55,7 +55,7 @@ In the end your ``bin`` folder will have the ``.exe`` binaries with a name
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like ``godot.uwp.opt.debug.32.x86.exe`` (with variations for each
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target/arch).
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Copy one of these to ``tools/dist/uwp_template`` inside the Godot source
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Copy one of these to ``misc/dist/uwp_template`` inside the Godot source
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folder and rename the binary to ``godot.uwp.exe``. From the ANGLE source,
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under ``winrt/10/src/Release_%arch%`` (where ``%arch%`` can be ``Win32``,
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``x64`` or ``ARM``), get the ``libEGL.dll`` and the ``libGLESv2.dll``,
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