Cross-reference compiling and exporting pages, rename OSX/Mac to macOS

There's a lot of confusion between compiling Godot and exporting projects.

This aims to resolve part of the confusion by cross-linking other pages
for each platform.
This commit is contained in:
Hugo Locurcio
2021-11-23 21:47:33 +01:00
committed by Rémi Verschelde
parent a9af005495
commit 955c97bb1d
16 changed files with 89 additions and 6 deletions

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@@ -5,6 +5,11 @@ Compiling for Android
.. highlight:: shell
.. seealso::
This page describes how to compile Android export template binaries from source.
If you're looking to export your project to Android instead, read :ref:`doc_exporting_for_android`.
Note
----

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@@ -5,6 +5,11 @@ Compiling for iOS
.. highlight:: shell
.. seealso::
This page describes how to compile iOS export template binaries from source.
If you're looking to export your project to iOS instead, read :ref:`doc_exporting_for_ios`.
Requirements
------------

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@@ -5,6 +5,11 @@ Compiling for Linux, \*BSD
.. highlight:: shell
.. seealso::
This page describes how to compile Linux editor and export template binaries from source.
If you're looking to export your project to Linux instead, read :ref:`doc_exporting_for_linux`.
Requirements
------------

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@@ -5,6 +5,11 @@ Compiling for macOS
.. highlight:: shell
.. note::
This page describes how to compile macOS editor and export template binaries from source.
If you're looking to export your project to macOS instead, read :ref:`doc_exporting_for_macos`.
Requirements
------------

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@@ -5,6 +5,11 @@ Compiling for Universal Windows Platform
.. highlight:: shell
.. seealso::
This page describes how to compile UWP export template binaries from source.
If you're looking to export your project to UWP instead, read :ref:`doc_exporting_for_uwp`.
Requirements
------------

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@@ -3,6 +3,11 @@
Compiling for the Web
=====================
.. seealso::
This page describes how to compile HTML5 editor and export template binaries from source.
If you're looking to export your project to HTML5 instead, read :ref:`doc_exporting_for_web`.
.. highlight:: shell
Requirements

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@@ -5,6 +5,11 @@ Compiling for Windows
.. highlight:: shell
.. seealso::
This page describes how to compile Windows editor and export template binaries from source.
If you're looking to export your project to Windows instead, read :ref:`doc_exporting_for_windows`.
Requirements
------------

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@@ -3,6 +3,13 @@
Exporting for Android
=====================
.. seealso::
This page describes how to export a Godot project to Android.
If you're looking to compile export template binaries from source instead,
read :ref:`doc_compiling_for_android`.
Exporting for Android has fewer requirements than compiling Godot for Android.
The following steps detail what is needed to set up the Android SDK and the engine.

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@@ -3,6 +3,12 @@
Exporting for iOS
=================
.. seealso::
This page describes how to export a Godot project to iOS.
If you're looking to compile export template binaries from source instead,
read :ref:`doc_compiling_for_ios`.
These are the steps to load a Godot project in Xcode. This allows you to
build and deploy to an iOS device, build a release for the App Store, and
do everything else you can normally do with Xcode.

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@@ -3,6 +3,12 @@
Exporting for Linux
===================
.. seealso::
This page describes how to export a Godot project to Linux.
If you're looking to compile editor or export template binaries from source instead,
read :ref:`doc_compiling_for_linuxbsd`.
The simplest way to distribute a game for PC is to copy the executable
(``godot``), compress the folder and send it to someone else. However, this is
often not desired.

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@@ -1,8 +1,14 @@
.. _doc_exporting_for_mac:
.. _doc_exporting_for_macos:
Exporting for macOS
===================
.. seealso::
This page describes how to export a Godot project to macOS.
If you're looking to compile editor or export template binaries from source instead,
read :ref:`doc_compiling_for_macos`.
macOS apps are exported as an ``.app`` bundle, a folder with a specific structure which stores the executable, libraries and all the project files.
This bundle is packed in a ZIP archive or DMG disk image (only supported when exporting for macOS).
@@ -14,12 +20,12 @@ Requirements
.. warning::
Projects exported without code signing and notarization will be blocked by Gatekeeper if they are downloaded from unknown sources, see the :ref:`Running Godot apps on macOS <doc_running_on_mac>` page for more info.
Projects exported without code signing and notarization will be blocked by Gatekeeper if they are downloaded from unknown sources, see the :ref:`Running Godot apps on macOS <doc_running_on_macos>` page for more information.
Code signing and notarization
-----------------------------
By default, macOS will run only applications that are signed and notarized, if you use any other signing configuration see :ref:`Running Godot apps on macOS <doc_running_on_mac>` for workarounds.
By default, macOS will run only applications that are signed and notarized, if you use any other signing configuration see :ref:`Running Godot apps on macOS <doc_running_on_macos>` for workarounds.
To notarize an app you mast have a valid `Apple Developer ID Certificate <https://developer.apple.com/>`__.

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@@ -3,6 +3,12 @@
Exporting for Universal Windows Platform
========================================
.. seealso::
This page describes how to export a Godot project to UWP.
If you're looking to compile export template binaries from source instead,
read :ref:`doc_compiling_for_uwp`.
There's no extra requirement to export an ``.appx`` package that can be
installed as a Windows App or submitted to the Windows Store. Exporting UWP
packages also works from any platform, not only from Windows.

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@@ -3,6 +3,12 @@
Exporting for the Web
=====================
.. seealso::
This page describes how to export a Godot project to HTML5.
If you're looking to compile editor or export template binaries from source instead,
read :ref:`doc_compiling_for_web`.
HTML5 export allows publishing games made in Godot Engine to the browser.
This requires support for `WebAssembly
<https://webassembly.org/>`__ and `WebGL <https://www.khronos.org/webgl/>`__

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@@ -3,6 +3,12 @@
Exporting for Windows
=====================
.. seealso::
This page describes how to export a Godot project to Windows.
If you're looking to compile editor or export template binaries from source instead,
read :ref:`doc_compiling_for_windows`.
The simplest way to distribute a game for PC is to copy the executable
(``godot.exe``), compress the folder and send it to someone else. However, this
is often not desired.

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@@ -9,8 +9,8 @@ Export
exporting_pcks
feature_tags
exporting_for_linux
exporting_for_mac
running_on_mac
exporting_for_macos
running_on_macos
exporting_for_windows
changing_application_icon_for_windows
exporting_for_uwp

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@@ -1,8 +1,13 @@
.. _doc_running_on_mac:
.. _doc_running_on_macos:
Running Godot apps on macOS
===========================
.. seealso::
This page covers running Godot projects on macOS.
If you haven't exported your project yet, read :ref:`doc_exporting_for_macos` first.
By default, macOS will run only applications that are signed and notarized.
Depending on the way a macOS app is signed and distributed, the following scenarios are possible: