diff --git a/about/complying_with_licenses.rst b/about/complying_with_licenses.rst index 0a013277f66..6012e639604 100644 --- a/about/complying_with_licenses.rst +++ b/about/complying_with_licenses.rst @@ -103,7 +103,7 @@ Output log Printing the licensing text using the :ref:`print() ` 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 ^^^^^^^^^^^^^^^^^ diff --git a/about/faq.rst b/about/faq.rst index 9ded358c8e6..53580d4a980 100644 --- a/about/faq.rst +++ b/about/faq.rst @@ -47,7 +47,7 @@ Which platforms are supported by Godot? **For exporting your games:** -* Windows (and UWP) +* Windows * macOS * Linux, \*BSD * Android @@ -68,6 +68,13 @@ about :ref:`doc_consoles`. For more on this, see the sections on :ref:`exporting ` and :ref:`compiling Godot yourself `. +.. 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? --------------------------------------------------- diff --git a/contributing/development/compiling/compiling_for_uwp.rst b/contributing/development/compiling/compiling_for_uwp.rst deleted file mode 100644 index f07e86a9cf1..00000000000 --- a/contributing/development/compiling/compiling_for_uwp.rst +++ /dev/null @@ -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 `__. - - We recommend you use the :ref:`Win32 export ` instead. diff --git a/contributing/development/compiling/index.rst b/contributing/development/compiling/index.rst index 66a01388d88..3327f5ede76 100644 --- a/contributing/development/compiling/index.rst +++ b/contributing/development/compiling/index.rst @@ -47,7 +47,6 @@ will try their best to cover all possible situations. compiling_for_android compiling_for_ios cross-compiling_for_ios_on_linux - compiling_for_uwp compiling_for_web Other compilation targets and options diff --git a/contributing/development/compiling/introduction_to_the_buildsystem.rst b/contributing/development/compiling/introduction_to_the_buildsystem.rst index 2702c99c23c..779003bd783 100644 --- a/contributing/development/compiling/introduction_to_the_buildsystem.rst +++ b/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_linuxbsd` - :ref:`doc_compiling_for_macos` -- :ref:`doc_compiling_for_uwp` - :ref:`doc_compiling_for_web` - :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 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. diff --git a/contributing/development/core_and_modules/custom_platform_ports.rst b/contributing/development/core_and_modules/custom_platform_ports.rst index bd110afed66..80a1e09a8fe 100644 --- a/contributing/development/core_and_modules/custom_platform_ports.rst +++ b/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 `__ - `Android `__ - `iOS `__ -- `UWP `__ *(not currently working)* - `Web `__ While platform code is usually self-contained, there are exceptions to this diff --git a/contributing/workflow/bug_triage_guidelines.rst b/contributing/workflow/bug_triage_guidelines.rst index 0d1092d65ed..d338ee48366 100644 --- a/contributing/workflow/bug_triage_guidelines.rst +++ b/contributing/workflow/bug_triage_guidelines.rst @@ -142,7 +142,7 @@ can focus on the issues labelled with their team's topic. **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. If one of the platform labels is used, it is then exclusive and the diff --git a/tutorials/export/exporting_for_uwp.rst b/tutorials/export/exporting_for_uwp.rst deleted file mode 100644 index c7c766504f1..00000000000 --- a/tutorials/export/exporting_for_uwp.rst +++ /dev/null @@ -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 `__. - - We recommend you use the :ref:`Win32 export ` instead. diff --git a/tutorials/export/feature_tags.rst b/tutorials/export/feature_tags.rst index ce29e203e11..4ccc5246f0b 100644 --- a/tutorials/export/feature_tags.rst +++ b/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) | +-----------------+----------------------------------------------------------+ -| **uwp** | Running on UWP (but not within a Web browser) | -+-----------------+----------------------------------------------------------+ | **windows** | Running on Windows | +-----------------+----------------------------------------------------------+ | **linuxbsd** | Running on Linux or \*BSD | diff --git a/tutorials/export/index.rst b/tutorials/export/index.rst index 7a2cc76df81..5d9674f00ae 100644 --- a/tutorials/export/index.rst +++ b/tutorials/export/index.rst @@ -13,7 +13,6 @@ Export running_on_macos exporting_for_windows changing_application_icon_for_windows - exporting_for_uwp exporting_for_ios exporting_for_android android_gradle_build diff --git a/tutorials/scripting/c_sharp/c_sharp_features.rst b/tutorials/scripting/c_sharp/c_sharp_features.rst index 4aeb54c578d..b3d8d1e8b43 100644 --- a/tutorials/scripting/c_sharp/c_sharp_features.rst +++ b/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_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: https://github.com/godotengine/godot-demo-projects/tree/master/misc/os_test