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2 changes: 1 addition & 1 deletion about/complying_with_licenses.rst
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Expand Up @@ -103,7 +103,7 @@ Output log

Printing the licensing text using the :ref:`print() <class_@GlobalScope_method_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
^^^^^^^^^^^^^^^^^
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9 changes: 8 additions & 1 deletion about/faq.rst
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Expand Up @@ -47,7 +47,7 @@ Which platforms are supported by Godot?

**For exporting your games:**

* Windows (and UWP)
* Windows
* macOS
* Linux, \*BSD
* Android
Expand All @@ -68,6 +68,13 @@ about :ref:`doc_consoles`.
For more on this, see the sections on :ref:`exporting <toc-learn-workflow-export>`
and :ref:`compiling Godot yourself <toc-devel-compiling>`.

.. 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?
---------------------------------------------------

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12 changes: 0 additions & 12 deletions contributing/development/compiling/compiling_for_uwp.rst

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1 change: 0 additions & 1 deletion contributing/development/compiling/index.rst
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Expand Up @@ -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
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Expand Up @@ -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`

Expand Down Expand Up @@ -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.
Original file line number Diff line number Diff line change
Expand Up @@ -47,7 +47,6 @@ The official platform ports can be used as a reference when creating a custom pl
- `Linux/\*BSD <https://github.com/godotengine/godot/tree/master/platform/linuxbsd>`__
- `Android <https://github.com/godotengine/godot/tree/master/platform/android>`__
- `iOS <https://github.com/godotengine/godot/tree/master/platform/ios>`__
- `UWP <https://github.com/godotengine/godot/tree/master/platform/uwp>`__ *(not currently working)*
- `Web <https://github.com/godotengine/godot/tree/master/platform/web>`__

While platform code is usually self-contained, there are exceptions to this
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2 changes: 1 addition & 1 deletion contributing/workflow/bug_triage_guidelines.rst
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Expand Up @@ -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
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12 changes: 0 additions & 12 deletions tutorials/export/exporting_for_uwp.rst

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2 changes: 0 additions & 2 deletions tutorials/export/feature_tags.rst
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Expand Up @@ -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 |
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1 change: 0 additions & 1 deletion tutorials/export/index.rst
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Expand Up @@ -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
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2 changes: 1 addition & 1 deletion tutorials/scripting/c_sharp/c_sharp_features.rst
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Expand Up @@ -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