Closed gelvinp closed 2 years ago
I did some research, seems like the issue might be per-pixel transparency not working properly on Apple Silicon devices. https://github.com/godotengine/godot/issues/43951 and https://github.com/godotengine/godot/issues/49140. Godot's developers are aware of this issue so it may be solved soon. Otherwise, we could disable per-pixel transparency for Mac. If you open the source in Godot and disable per pixel transparency (under Project Settings, Display, Window), it should work.
Sorry for the trouble caused, and thank you for reporting!
Since the issue hasn't yet been fixed in Godot's side, I went ahead and completely disabled per-pixel transparency in MacOS as a temporary fix for the kernel panic for v0.9. Once it's fixed in Godot, I will re-enable it. I'll keep this issue opened since the problem isn't considered fully fixed yet.
This has now been fixed by https://github.com/godotengine/godot/pull/55464, so I will re-enable per-pixel transparency on macOS in Pixelorama v0.9.2, which will use Godot 3.4.2.
Pixelorama version: v0.8.3
OS/device including version: M1 MacBook Pro 13 inch with Mac OS Big Sur 11.4
Issue description: First, I tried to just download the .dmg release, but Mac OS refused to open the .app (claiming it had been modified after signing and thus was corrupt). So I downloaded the source tarball, opened it in Godot, built the project for Mac OS runnable, and opened the resulting .app
My computer immediately restarted due to a kernel panic. The stack trace of which is below:
Steps to reproduce: Open the source in Godot Export a Mac OS runnable .dmg using the included export template Extract the .app from the .dmg Run the .app