Implement playable Mac client and rendering validation
This commit is contained in:
@@ -0,0 +1,22 @@
|
||||
#!/usr/bin/env bash
|
||||
# Reproducible Metal-only release template used by the particle exit checks.
|
||||
# Does not replace Godot's installed templates. Pass the resulting executable
|
||||
# to build-macos-client.sh using MT_MAC_ENGINE and the matching MT_MAC_ARCHES.
|
||||
set -euo pipefail
|
||||
cd "$(dirname "$0")/.."
|
||||
repo_dir="$PWD"
|
||||
source_dir="$repo_dir/build/godot-particle-diagnostic"
|
||||
revision="a13da4feb8d8aefc283c3763d33a2f170a18d541"
|
||||
engine_arch="${1:-arm64}"
|
||||
case "$engine_arch" in arm64|x86_64) ;; *) echo "Expected arm64 or x86_64" >&2; exit 1 ;; esac
|
||||
if [ ! -d "$source_dir" ]; then
|
||||
git clone --depth 1 --branch 4.7.1-stable https://github.com/godotengine/godot.git "$source_dir"
|
||||
fi
|
||||
test "$(git -C "$source_dir" rev-parse HEAD)" = "$revision"
|
||||
git -C "$source_dir" diff --exit-code
|
||||
git -C "$source_dir" diff --cached --exit-code
|
||||
cd "$source_dir"
|
||||
scons platform=macos arch="$engine_arch" target=template_release \
|
||||
debug_symbols=yes optimize=speed lto=none vulkan=no -j8
|
||||
echo "Engine: $source_dir/bin/godot.macos.template_release.$engine_arch"
|
||||
shasum -a 256 "bin/godot.macos.template_release.$engine_arch"
|
||||
Reference in New Issue
Block a user