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Remove UWP mentions as the platform port was removed in 4.2
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about/complying_with_licenses.rst

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@@ -103,7 +103,7 @@ Output log
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Printing the licensing text using the :ref:`print() <class_@GlobalScope_method_print>`
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function may be enough on platforms where a global output log is readable.
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This is the case on desktop platforms, Android and HTML5 (but not iOS and UWP).
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This is the case on desktop platforms, Android and HTML5 (but not iOS).
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Accompanying file
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^^^^^^^^^^^^^^^^^

about/faq.rst

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@@ -47,7 +47,7 @@ Which platforms are supported by Godot?
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**For exporting your games:**
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* Windows (and UWP)
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* Windows
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* macOS
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* Linux, \*BSD
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* Android
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For more on this, see the sections on :ref:`exporting <toc-learn-workflow-export>`
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and :ref:`compiling Godot yourself <toc-devel-compiling>`.
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.. note::
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Godot 3 also had support for Universal Windows Platform (UWP). This platform
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port was removed in Godot 4 due to lack of maintenance, and it being
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deprecated by Microsoft. It is still available in the current stable release
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of Godot 3 for interested users.
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Which programming languages are supported in Godot?
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---------------------------------------------------
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contributing/development/compiling/compiling_for_uwp.rst

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contributing/development/compiling/index.rst

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compiling_for_android
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compiling_for_ios
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cross-compiling_for_ios_on_linux
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compiling_for_uwp
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compiling_for_web
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Other compilation targets and options

contributing/development/compiling/introduction_to_the_buildsystem.rst

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@@ -31,7 +31,6 @@ documentation to learn more:
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- :ref:`doc_compiling_for_ios`
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- :ref:`doc_compiling_for_linuxbsd`
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- :ref:`doc_compiling_for_macos`
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- :ref:`doc_compiling_for_uwp`
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- :ref:`doc_compiling_for_web`
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- :ref:`doc_compiling_for_windows`
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If you are developing for multiple platforms, macOS is definitely the most
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convenient host platform for cross-compilation, since you can cross-compile for
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almost every target (except for UWP). Linux and Windows come in second place,
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every target. Linux and Windows come in second place,
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but Linux has the advantage of being the easier platform to set this up.

contributing/development/core_and_modules/custom_platform_ports.rst

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- `Linux/\*BSD <https://github.com/godotengine/godot/tree/master/platform/linuxbsd>`__
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- `Android <https://github.com/godotengine/godot/tree/master/platform/android>`__
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- `iOS <https://github.com/godotengine/godot/tree/master/platform/ios>`__
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- `UWP <https://github.com/godotengine/godot/tree/master/platform/uwp>`__ *(not currently working)*
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- `Web <https://github.com/godotengine/godot/tree/master/platform/web>`__
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While platform code is usually self-contained, there are exceptions to this

contributing/workflow/bug_triage_guidelines.rst

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@@ -142,7 +142,7 @@ can focus on the issues labelled with their team's topic.
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**Platforms:**
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*Android*, *HTML5*, *iOS*, *Linux*, *macOS*, *Windows*, *UWP*
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*Android*, *iOS*, *Linux*, *macOS*, *Web*, *Windows*
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By default, it is assumed that a given issue applies to all platforms.
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If one of the platform labels is used, it is then exclusive and the

tutorials/export/exporting_for_uwp.rst

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tutorials/export/feature_tags.rst

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+-----------------+----------------------------------------------------------+
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| **ios** | Running on iOS (but not within a Web browser) |
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+-----------------+----------------------------------------------------------+
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| **uwp** | Running on UWP (but not within a Web browser) |
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+-----------------+----------------------------------------------------------+
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| **windows** | Running on Windows |
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+-----------------+----------------------------------------------------------+
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| **linuxbsd** | Running on Linux or \*BSD |

tutorials/export/index.rst

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running_on_macos
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exporting_for_windows
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changing_application_icon_for_windows
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exporting_for_uwp
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exporting_for_ios
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exporting_for_android
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android_gradle_build

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