Open Ivorforce opened 1 month ago
It is notable that a rather annoying bug currently exists that makes the .framework
approach rather unattractive: https://github.com/godotengine/godot/issues/96403 (edit: though notably in 4.3 only, not 4.4 dev)
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.
As you sure? I remember the requirement on windows to link by abs path and linkflags
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.
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:
lib
prefix.universal.dylib
suffixAnother change regards the
macos.framework
folder, which is now namedEXTENSION-NAME-macos.framework
. It is common practice to name the.framework
folder after the actual library name. I'm keeping the-macos
because, unlike other libraries, we have different binaries for different platforms.Finally, using
Install
copies the original file name, allowing us to avoid passing the name again manually and stay consistent.Originally part of #49