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Re-added mac builds (#5740)
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* Fixed HYPER_THREAD_YIELD for mac

* Get early check to start compiling on mac

* Made a dummy early check version for ARM

* Loading mac extension now works

* Skip CPU check on Mac

* Disable trying to use X86 pause on ARM

* Fixed mac platform detection for Godot 4

* Fixed gdextension load for mac

at least for when debugging the game

* Use recommended ISB instruction variant

* Updated mac setup instructions a bit

* Slightly correct the CPUHelpers

* Started on Mac native lib package script

it now compiles both architectures separately

* Implemented combining mac architectures

* Added Mac parts of native package script

for handling symbols and copying final target

* Update submodule

* Fetch native libs for all platforms

* Re-added the mac export target

and added automatic changes to other ones

* Configured etc2 texture import

as it is required for Mac

* First version of packaging script that fully runs for a mac

again with Godot 4 but the output result very likely needs further tweaking

* Update submodule with style fix

* Update CodeAnalysis

* Finished Mac symbol extraction script

* Set library validation off for mac export

* Better version of library stripping

* Made Mac final build library copy

make much more sense and basically work

* Updated Mac library load paths

so finally created Mac builds work

* Trying to sign final zip for mac

* Missing entitlements file for extra signing

* Fixed mac packaging deleting extension file

and requiring reinstalling it to the editor

* Made native upload script skip the mac configs

that are unsupported

* Allowed Godot to update some more import files

* Update checks

* Sign all files in the created mac builds

these now finally work when downloaded
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hhyyrylainen authored Dec 12, 2024
1 parent 3bb7ac8 commit 35191ec
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Expand Up @@ -85,6 +85,7 @@ $tf*/
*.so
*.so.*
*.dylib
*.dylib.*

# Executables
*.exe
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