diff --git a/contributing/development/compiling/compiling_for_android.rst b/contributing/development/compiling/compiling_for_android.rst index 762231132..442a33fbe 100644 --- a/contributing/development/compiling/compiling_for_android.rst +++ b/contributing/development/compiling/compiling_for_android.rst @@ -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 diff --git a/contributing/development/compiling/compiling_for_linuxbsd.rst b/contributing/development/compiling/compiling_for_linuxbsd.rst index e58962a3e..0fbfa6cd1 100644 --- a/contributing/development/compiling/compiling_for_linuxbsd.rst +++ b/contributing/development/compiling/compiling_for_linuxbsd.rst @@ -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 diff --git a/contributing/development/compiling/compiling_for_windows.rst b/contributing/development/compiling/compiling_for_windows.rst index 9e595495f..0d72c7183 100644 --- a/contributing/development/compiling/compiling_for_windows.rst +++ b/contributing/development/compiling/compiling_for_windows.rst @@ -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. diff --git a/contributing/development/compiling/img/andtemplates.png b/contributing/development/compiling/img/andtemplates.png deleted file mode 100644 index 985f67157..000000000 Binary files a/contributing/development/compiling/img/andtemplates.png and /dev/null differ diff --git a/contributing/development/compiling/img/andtemplates.webp b/contributing/development/compiling/img/andtemplates.webp new file mode 100644 index 000000000..3167596a5 Binary files /dev/null and b/contributing/development/compiling/img/andtemplates.webp differ diff --git a/contributing/development/compiling/img/lintemplates.png b/contributing/development/compiling/img/lintemplates.png deleted file mode 100644 index b60361993..000000000 Binary files a/contributing/development/compiling/img/lintemplates.png and /dev/null differ diff --git a/contributing/development/compiling/img/lintemplates.webp b/contributing/development/compiling/img/lintemplates.webp new file mode 100644 index 000000000..0bd505c73 Binary files /dev/null and b/contributing/development/compiling/img/lintemplates.webp differ diff --git a/contributing/development/compiling/img/wintemplates.webp b/contributing/development/compiling/img/wintemplates.webp index db99b07c5..a3464533e 100644 Binary files a/contributing/development/compiling/img/wintemplates.webp and b/contributing/development/compiling/img/wintemplates.webp differ