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Update custom templates images on compiling pages
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contributing/development/compiling/compiling_for_android.rst

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@@ -204,9 +204,9 @@ next to your export templates.
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However, if you are writing your custom modules or custom C++ code, you
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might instead want to configure your template binaries as custom export templates
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here:
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in the project export menu. You must have **Advanced Options** enabled to set this.
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.. image:: img/andtemplates.png
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.. image:: img/andtemplates.webp
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You don't even need to copy them, you can just reference the resulting
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file in the ``bin\`` directory of your Godot source folder, so that the

contributing/development/compiling/compiling_for_linuxbsd.rst

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@@ -376,9 +376,10 @@ and named like this (even for \*BSD which is seen as "Linux/X11" by Godot):
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However, if you are writing your custom modules or custom C++ code, you
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might instead want to configure your binaries as custom export templates
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here:
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in the project export menu. You must have **Advanced Options** enabled
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to set this.
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.. image:: img/lintemplates.png
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.. image:: img/lintemplates.webp
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You don't even need to copy them, you can just reference the resulting
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files in the ``bin/`` directory of your Godot source folder, so the next

contributing/development/compiling/compiling_for_windows.rst

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@@ -489,12 +489,11 @@ With the following names:
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However, if you are using custom modules or custom engine code, you
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may instead want to configure your binaries as custom export templates
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here:
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in the project export menu. You must have **Advanced Options** enabled
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to set this.
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.. image:: img/wintemplates.webp
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Select matching architecture in the export config.
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You don't need to copy them in this case, just reference the resulting
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files in the ``bin\`` directory of your Godot source folder, so the next
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time you build, you will automatically have the custom templates referenced.
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