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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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