Merge pull request #11098 from skyace65/LinuxTemplatesImage

Update custom template images on compiling pages
This commit is contained in:
Max Hilbrunner
2025-07-09 10:34:26 +02:00
committed by GitHub
8 changed files with 7 additions and 7 deletions

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@@ -204,9 +204,9 @@ next to your export templates.
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
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
file in the ``bin\`` directory of your Godot source folder, so that the

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@@ -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
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
files in the ``bin/`` directory of your Godot source folder, so the next

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@@ -489,12 +489,11 @@ With the following names:
However, if you are using custom modules or custom engine code, you
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
Select matching architecture in the export config.
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
time you build, you will automatically have the custom templates referenced.

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