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Added macos universal build. #97

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langfort
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Added a new macos_arch build option that allows specifying universal, x86_64, or arm64 (apple silicon). This defaults to universal which includes both x86_64 and arm64 builds. Both the FMOD libraries and godot-cpp library provide macos universal builds now so this allows fmod-gdnative to be able to be built for and run on macos arm64 architecture.

Without these changes running a godot project with the fmod-gdnative library on macos arm64 gives the following error: Can't open dynamic library: .../addons/fmod/libs/osx/libGodotFmod.osx.release.64.dylib, error: dlopen(.../addons/fmod/libs/osx/libGodotFmod.osx.release.64.dylib, 0x0002): tried: '.../addons/fmod/libs/osx/libGodotFmod.osx.release.64.dylib' (mach-o file, but is an incompatible architecture (have 'x86_64', need 'arm64e')), '/usr/lib/libGodotFmod.osx.release.64.dylib' (no such file).

Added a new macos_arch build option that allows specifying universal,
x86_64, or arm64 (apple silicon). This defaults to universal which
includes both x86_64 and arm64 builds.
@langfort
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I see that the CI builds failed due to missing the FMODUSER and FMODPASS variables. Where do I set these in my fork to allow the CI builds to work? And should their values be my personal FMOD username and password?

@langfort
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Okay after some poking around it looks like maybe pull requests from forks are not possible with the CI builds right now (issue #95) and a work-around is being a contributor in the project and creating a branch there instead of from a fork (pull-requests #93 and #96).

What should be the way forward here? Happy to help however I can!

@CedNaru
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CedNaru commented Nov 21, 2021

I just sent you an invitation so you can be contributor on this repo

@langfort
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Okay thanks, I will open a new pull request.

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2 participants