firebelley / godot-export

Automatically exports your Godot games.
MIT License
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Mac build only exporting Debug #90

Closed davidjreese closed 1 year ago

davidjreese commented 1 year ago

The plugin isn't properly building a RELEASE build for Mac.

My configuration export specified 2 targets.

I have tried specifying the flag _exportdebug:false (as well as not specifying it). It doesn't seem to matter. My application still has App Title (Debug) in the titlebar. For the Windows build, it doesn't seem to be a problem (at least there is no (Debug) in the title bar when running that version.

Here is a screenshot of my current config:

Screen Shot 2022-11-01 at 7 41 35 AM
firebelley commented 1 year ago

Hello! If you export from a computer like normal from Godot 3.5.1 does the issue still occur? I will take a look at the code but I can't think of how this would be an issue atm.

davidjreese commented 1 year ago

Hello, I was just coming to update this. I have some more data. Don't want to have you chase down a false positive so I will do a bit more experimenting after this comment.

  1. Building from Godot export dialog => worked fine (release build was there).
  2. I reordered the applications, now have Windows building first => this appears to have maybe made a difference!

I distribute on Steam and so I am going to change it back to how it was and delete my steam folder. Given I do development locally to, I want to make sure I wasn't seeing something related to Steam just not properly updating if I overrode the local application file during a debug session.

davidjreese commented 1 year ago

I confirmed this is a user error on my part. Steam was not overwriting my local debug application in every scenario so it was still using a locally copied .app package (or at least parts of it since its an archive folder under the hood). I will close it out.

firebelley commented 1 year ago

Ok great, glad you figured it out! 👍