From 7605541ac95e56fb5df29e92d6e254467834ffa9 Mon Sep 17 00:00:00 2001 From: llzen44 <73878466+llzen44@users.noreply.github.com> Date: Sat, 23 Sep 2023 10:28:37 +0200 Subject: [PATCH] Fix compiled flle names when building on Windows --- contributing/development/compiling/compiling_for_windows.rst | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/contributing/development/compiling/compiling_for_windows.rst b/contributing/development/compiling/compiling_for_windows.rst index 175368585..9d27b82b5 100644 --- a/contributing/development/compiling/compiling_for_windows.rst +++ b/contributing/development/compiling/compiling_for_windows.rst @@ -140,8 +140,8 @@ the engine source code (using ``cd``) and type:: pywin32 being missing. You can safely ignore this warning. If all goes well, the resulting binary executable will be placed in -``C:\godot\bin\`` with the name ``godot.windows.tools.32.exe`` or -``godot.windows.tools.64.exe``. By default, SCons will build a binary matching +``C:\godot\bin\`` with the name ``godot.windows.editor.x86_32.exe`` or +``godot.windows.editor.x86_64.exe``. By default, SCons will build a binary matching your CPU architecture, but this can be overridden using ``arch=x86_64`` or ``arch=x86_32``.