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@bruvzg bruvzg commented Oct 28, 2025

Only keeping bare minimum info in the templates, since it is intended to be overwritten by exporter in any case.

Fixes #106034 and allows future customization (if we want to use default project icon for example).

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bruvzg commented Oct 28, 2025

For the reference, missing values are shown as empty string in Windows UI. And Licence mentioned in #106034 is not shown at all.

Comment on lines +20 to +21
VALUE "FileDescription", GODOT_VERSION_NAME
VALUE "FileVersion", GODOT_VERSION_NUMBER
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Maybe we should create EngineDescription and EngineVersion instead?
So users keep File* for their own project's metadata, but we keep a reference to Godot.

Likewise, would there be other values we want to keep with some Engine prefix?

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Though IIUC you said that when resource modification is enabled, we don't reuse any of this and write it manually, so if we want this we'd have to add it to the export code too I suppose.

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Non-standard fields will be invisible in UI. And yes, all are overwritten by exporter. So I left these only to make specific template version easy to identify (before export, when using custom templates).

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Exported Windows binaries can't have their "Licence" field customized, so it's always "MIT" like Godot

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