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… the library name in the framework folder name. This renames the mac and windows binaries.
…ctures for macOS and iOS for App Store purposes.
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It is notable that a rather annoying bug currently exists that makes the I've narrowed it down to this exact cause, but it's difficult for me to pinpoint where exactly in the code the error occurs, so far. |
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As you sure? I remember the requirement on windows to link by abs path and linkflags |
You mean regarding my .framework problem? It may have to do with the fact that I don't sign the frameworks yet. Or that i've been using a template_release build for the editor, which apparently expects template_release? I'll have to do some more testing before coming to final conclusions. Either way for this PR i'm using the recommended .framework approach. |
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Superseded by multiple PRs that came since I opened this one. |
The primary change is in SConstruct:
This names binaries as they should be named depending on OS and godot tags. This happens to rename only windows and macOS:
libprefix.universal.dylibsuffixAnother change regards the
macos.frameworkfolder, which is now namedEXTENSION-NAME-macos.framework. It is common practice to name the.frameworkfolder after the actual library name. I'm keeping the-macosbecause, unlike other libraries, we have different binaries for different platforms.Finally, using
Installcopies the original file name, allowing us to avoid passing the name again manually and stay consistent.Originally part of #49