q3rally/engine/make-macosx-app.sh

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#!/bin/bash
# Let's make the user give us a target to work with.
# architecture is assumed universal if not specified, and is optional.
# if arch is defined, it we will store the .app bundle in the target arch build directory
if [ $# == 0 ] || [ $# -gt 2 ]; then
echo "Usage: $0 target <arch>"
echo "Example: $0 release x86"
echo "Valid targets are:"
echo " release"
echo " debug"
echo
echo "Optional architectures are:"
echo " x86"
echo " x86_64"
echo " ppc"
echo
exit 1
fi
# validate target name
if [ "$1" == "release" ]; then
TARGET_NAME="release"
elif [ "$1" == "debug" ]; then
TARGET_NAME="debug"
else
echo "Invalid target: $1"
echo "Valid targets are:"
echo " release"
echo " debug"
exit 1
fi
CURRENT_ARCH=""
# validate the architecture if it was specified
if [ "$2" != "" ]; then
if [ "$2" == "x86" ]; then
CURRENT_ARCH="x86"
elif [ "$2" == "x86_64" ]; then
CURRENT_ARCH="x86_64"
elif [ "$2" == "ppc" ]; then
CURRENT_ARCH="ppc"
else
echo "Invalid architecture: $2"
echo "Valid architectures are:"
echo " x86"
echo " x86_64"
echo " ppc"
echo
exit 1
fi
fi
# symlinkArch() creates a symlink with the architecture suffix.
# meant for universal binaries, but also handles the way this script generates
# application bundles for a single architecture as well.
function symlinkArch()
{
EXT="dylib"
SEP="${3}"
SRCFILE="${1}"
DSTFILE="${2}${SEP}"
DSTPATH="${4}"
if [ ! -e "${DSTPATH}/${SRCFILE}.${EXT}" ]; then
echo "**** ERROR: missing ${SRCFILE}.${EXT} from ${MACOS}"
exit 1
fi
if [ ! -d "${DSTPATH}" ]; then
echo "**** ERROR: path not found ${DSTPATH}"
exit 1
fi
pushd "${DSTPATH}" > /dev/null
IS32=`file "${SRCFILE}.${EXT}" | grep "i386"`
IS64=`file "${SRCFILE}.${EXT}" | grep "x86_64"`
ISPPC=`file "${SRCFILE}.${EXT}" | grep "ppc"`
if [ "${IS32}" != "" ]; then
if [ ! -L "${DSTFILE}x86.${EXT}" ]; then
ln -s "${SRCFILE}.${EXT}" "${DSTFILE}x86.${EXT}"
fi
elif [ -L "${DSTFILE}x86.${EXT}" ]; then
rm "${DSTFILE}x86.${EXT}"
fi
if [ "${IS64}" != "" ]; then
if [ ! -L "${DSTFILE}x86_64.${EXT}" ]; then
ln -s "${SRCFILE}.${EXT}" "${DSTFILE}x86_64.${EXT}"
fi
elif [ -L "${DSTFILE}x86_64.${EXT}" ]; then
rm "${DSTFILE}x86_64.${EXT}"
fi
if [ "${ISPPC}" != "" ]; then
if [ ! -L "${DSTFILE}ppc.${EXT}" ]; then
ln -s "${SRCFILE}.${EXT}" "${DSTFILE}ppc.${EXT}"
fi
elif [ -L "${DSTFILE}ppc.${EXT}" ]; then
rm "${DSTFILE}ppc.${EXT}"
fi
popd > /dev/null
}
SEARCH_ARCHS=" \
x86 \
x86_64 \
ppc \
"
HAS_LIPO=`command -v lipo`
HAS_CP=`command -v cp`
# if lipo is not available, we cannot make a universal binary, print a warning
if [ ! -x "${HAS_LIPO}" ] && [ "${CURRENT_ARCH}" == "" ]; then
CURRENT_ARCH=`uname -m`
if [ "${CURRENT_ARCH}" == "i386" ]; then CURRENT_ARCH="x86"; fi
echo "$0 cannot make a universal binary, falling back to architecture ${CURRENT_ARCH}"
fi
# if the optional arch parameter is used, replace SEARCH_ARCHS to only work with one
if [ "${CURRENT_ARCH}" != "" ]; then
SEARCH_ARCHS="${CURRENT_ARCH}"
fi
AVAILABLE_ARCHS=""
IOQ3_VERSION=`grep '^VERSION=' Makefile | sed -e 's/.*=\(.*\)/\1/'`
IOQ3_CLIENT_ARCHS=""
IOQ3_SERVER_ARCHS=""
IOQ3_RENDERER_GL1_ARCHS=""
IOQ3_RENDERER_GL2_ARCHS=""
IOQ3_CGAME_ARCHS=""
IOQ3_GAME_ARCHS=""
IOQ3_UI_ARCHS=""
BASEDIR="baseq3r"
CGAME="cgame"
GAME="qagame"
UI="ui"
RENDERER_OPENGL="renderer_opengl"
EXECUTABLE_NAME="q3rally"
DEDICATED_NAME="q3rally-server"
CGAME_NAME="${CGAME}.dylib"
GAME_NAME="${GAME}.dylib"
UI_NAME="${UI}.dylib"
RENDERER_OPENGL1_NAME="${RENDERER_OPENGL}1.dylib"
RENDERER_OPENGL2_NAME="${RENDERER_OPENGL}2.dylib"
ICNSDIR="misc"
ICNS="quake3.icns"
PKGINFO="APPL????"
OBJROOT="build"
#BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
PRODUCT_NAME="Q3Rally"
WRAPPER_EXTENSION="app"
WRAPPER_NAME="${PRODUCT_NAME}.${WRAPPER_EXTENSION}"
CONTENTS_FOLDER_PATH="${WRAPPER_NAME}/Contents"
UNLOCALIZED_RESOURCES_FOLDER_PATH="${CONTENTS_FOLDER_PATH}/Resources"
EXECUTABLE_FOLDER_PATH="${CONTENTS_FOLDER_PATH}/MacOS"
# loop through the architectures to build string lists for each universal binary
for ARCH in $SEARCH_ARCHS; do
CURRENT_ARCH=${ARCH}
BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
IOQ3_CLIENT="${EXECUTABLE_NAME}.${CURRENT_ARCH}"
IOQ3_SERVER="${DEDICATED_NAME}.${CURRENT_ARCH}"
IOQ3_RENDERER_GL1="${RENDERER_OPENGL}1_${CURRENT_ARCH}.dylib"
IOQ3_RENDERER_GL2="${RENDERER_OPENGL}2_${CURRENT_ARCH}.dylib"
IOQ3_CGAME="${CGAME}${CURRENT_ARCH}.dylib"
IOQ3_GAME="${GAME}${CURRENT_ARCH}.dylib"
IOQ3_UI="${UI}${CURRENT_ARCH}.dylib"
if [ ! -d ${BUILT_PRODUCTS_DIR} ]; then
CURRENT_ARCH=""
BUILT_PRODUCTS_DIR=""
continue
fi
# executables
if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_CLIENT} ]; then
IOQ3_CLIENT_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_CLIENT} ${IOQ3_CLIENT_ARCHS}"
VALID_ARCHS="${ARCH} ${VALID_ARCHS}"
else
continue
fi
if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_SERVER} ]; then
IOQ3_SERVER_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_SERVER} ${IOQ3_SERVER_ARCHS}"
fi
# renderers
if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL1} ]; then
IOQ3_RENDERER_GL1_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL1} ${IOQ3_RENDERER_GL1_ARCHS}"
fi
if [ -e ${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL2} ]; then
IOQ3_RENDERER_GL2_ARCHS="${BUILT_PRODUCTS_DIR}/${IOQ3_RENDERER_GL2} ${IOQ3_RENDERER_GL2_ARCHS}"
fi
# game
if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_CGAME} ]; then
IOQ3_CGAME_ARCHS="${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_CGAME} ${IOQ3_CGAME_ARCHS}"
fi
if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_GAME} ]; then
IOQ3_GAME_ARCHS="${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_GAME} ${IOQ3_GAME_ARCHS}"
fi
if [ -e ${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_UI} ]; then
IOQ3_UI_ARCHS="${BUILT_PRODUCTS_DIR}/${BASEDIR}/${IOQ3_UI} ${IOQ3_UI_ARCHS}"
fi
#echo "valid arch: ${ARCH}"
done
# final preparations and checks before attempting to make the application bundle
cd `dirname $0`
if [ ! -f Makefile ]; then
echo "$0 must be run from the q3rally build directory"
exit 1
fi
if [ "${IOQ3_CLIENT_ARCHS}" == "" ]; then
echo "$0: no q3rally binary architectures were found for target '${TARGET_NAME}'"
exit 1
fi
# set the final application bundle output directory
if [ "${2}" == "" ]; then
BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-universal"
if [ ! -d ${BUILT_PRODUCTS_DIR} ]; then
mkdir -p ${BUILT_PRODUCTS_DIR} || exit 1;
fi
else
BUILT_PRODUCTS_DIR="${OBJROOT}/${TARGET_NAME}-darwin-${CURRENT_ARCH}"
fi
BUNDLEBINDIR="${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}"
# here we go
echo "Creating bundle '${BUILT_PRODUCTS_DIR}/${WRAPPER_NAME}'"
echo "with architectures:"
for ARCH in ${VALID_ARCHS}; do
echo " ${ARCH}"
done
echo ""
# make the application bundle directories
ioquake3 resync to revision 3444 from 3393. Fix GCC 6 misleading-indentation warning add SECURITY.md OpenGL2: Restore adding fixed ambient light when HDR is enabled Few LCC memory fixes. fix a few potential buffer overwrite in Game VM Enable compiler optimization on all macOS architectures Don't allow qagame module to create "botlib.log" at ANY filesystem location Make FS_BuildOSPath for botlib.log consistent with typical usage tiny readme thing Remove extra plus sign from Huff_Compress() Fix VMs being able to change CVAR_PROTECTED cvars Don't register fs_game cvar everywhere just to get the value Don't let VMs change engine latch cvars immediately Fix fs_game '..' reading outside of home and base path Fix VMs forcing engine latch cvar to update to latched value Revert my recent cvar latch changes Revert "Don't let VMs change engine latch cvars immediately" Partially revert "Fix fs_game '..' reading outside of home and base path" Revert "Fix VMs forcing engine latch cvar to update to latched value" Fix exploit to bypass filename restrictions on Windows Changes to systemd q3a.service Fix Q_vsnprintf for mingw-w64 Fix timelimit causing an infinite map ending loop Fix invalid access to cluster 0 in AAS_AreaRouteToGoalArea() Fix negative frag/capturelimit causing an infinite map end loop OpenGL2: Fix dark lightmap on shader in mpteam6 Make FS_InvalidGameDir() consider subdirectories invalid [qcommon] Remove dead serialization code [qcommon] Make several zone variables and functions static. Fix MAC_OS_X_VERSION_MIN_REQUIRED for macOS 10.10 and later Increase q3_ui .arena filename list buffer size to 4096 bytes OpenGL2: Fix crash when BSP has deluxe maps and vertex lit surfaces Support Unicode characters greater than 0xFF in cl_consoleKeys Fix macOS app bundle with space in name OpenGL1: Use glGenTextures instead of hardcoded values Remove CON_FlushIn function and where STDIN needs flushing, use tcflush POSIX function Update libogg from 1.3.2 to 1.3.3 Rename (already updated) libogg-1.3.2 to libogg-1.3.3 Update libvorbis from 1.3.5 to 1.3.6 * Fix CVE-2018-5146 - out-of-bounds write on codebook decoding. * Fix CVE-2017-14632 - free() on unitialized data * Fix CVE-2017-14633 - out-of-bounds read Rename (already updated) libvorbis-1.3.5 to libvorbis-1.3.6 Update opus from 1.1.4 to 1.2.1 Rename (already updated) opus-1.1.4 to opus-1.2.1 Update opusfile from 0.8 to 0.9 Rename (already updated) opusfile-0.8 to opusfile-0.9 First swing at a CONTRIBUTING.md Allow loading system OpenAL library on macOS again Remove duplicate setting of FREETYPE_CFLAGS in Makefile Fix exploit to reset player by sending wrong serverId Fix "Going to CS_ZOMBIE for [clientname]" developer message Fix MSG_Read*String*() functions not being able to read last byte from message
2018-04-07 23:02:52 +00:00
if [ ! -d "${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$BASEDIR" ]; then
mkdir -p "${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}/$BASEDIR" || exit 1;
fi
ioquake3 resync to revision 3444 from 3393. Fix GCC 6 misleading-indentation warning add SECURITY.md OpenGL2: Restore adding fixed ambient light when HDR is enabled Few LCC memory fixes. fix a few potential buffer overwrite in Game VM Enable compiler optimization on all macOS architectures Don't allow qagame module to create "botlib.log" at ANY filesystem location Make FS_BuildOSPath for botlib.log consistent with typical usage tiny readme thing Remove extra plus sign from Huff_Compress() Fix VMs being able to change CVAR_PROTECTED cvars Don't register fs_game cvar everywhere just to get the value Don't let VMs change engine latch cvars immediately Fix fs_game '..' reading outside of home and base path Fix VMs forcing engine latch cvar to update to latched value Revert my recent cvar latch changes Revert "Don't let VMs change engine latch cvars immediately" Partially revert "Fix fs_game '..' reading outside of home and base path" Revert "Fix VMs forcing engine latch cvar to update to latched value" Fix exploit to bypass filename restrictions on Windows Changes to systemd q3a.service Fix Q_vsnprintf for mingw-w64 Fix timelimit causing an infinite map ending loop Fix invalid access to cluster 0 in AAS_AreaRouteToGoalArea() Fix negative frag/capturelimit causing an infinite map end loop OpenGL2: Fix dark lightmap on shader in mpteam6 Make FS_InvalidGameDir() consider subdirectories invalid [qcommon] Remove dead serialization code [qcommon] Make several zone variables and functions static. Fix MAC_OS_X_VERSION_MIN_REQUIRED for macOS 10.10 and later Increase q3_ui .arena filename list buffer size to 4096 bytes OpenGL2: Fix crash when BSP has deluxe maps and vertex lit surfaces Support Unicode characters greater than 0xFF in cl_consoleKeys Fix macOS app bundle with space in name OpenGL1: Use glGenTextures instead of hardcoded values Remove CON_FlushIn function and where STDIN needs flushing, use tcflush POSIX function Update libogg from 1.3.2 to 1.3.3 Rename (already updated) libogg-1.3.2 to libogg-1.3.3 Update libvorbis from 1.3.5 to 1.3.6 * Fix CVE-2018-5146 - out-of-bounds write on codebook decoding. * Fix CVE-2017-14632 - free() on unitialized data * Fix CVE-2017-14633 - out-of-bounds read Rename (already updated) libvorbis-1.3.5 to libvorbis-1.3.6 Update opus from 1.1.4 to 1.2.1 Rename (already updated) opus-1.1.4 to opus-1.2.1 Update opusfile from 0.8 to 0.9 Rename (already updated) opusfile-0.8 to opusfile-0.9 First swing at a CONTRIBUTING.md Allow loading system OpenAL library on macOS again Remove duplicate setting of FREETYPE_CFLAGS in Makefile Fix exploit to reset player by sending wrong serverId Fix "Going to CS_ZOMBIE for [clientname]" developer message Fix MSG_Read*String*() functions not being able to read last byte from message
2018-04-07 23:02:52 +00:00
if [ ! -d "${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}" ]; then
mkdir -p "${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}" || exit 1;
fi
# copy and generate some application bundle resources
ioquake3 resync to revision 3444 from 3393. Fix GCC 6 misleading-indentation warning add SECURITY.md OpenGL2: Restore adding fixed ambient light when HDR is enabled Few LCC memory fixes. fix a few potential buffer overwrite in Game VM Enable compiler optimization on all macOS architectures Don't allow qagame module to create "botlib.log" at ANY filesystem location Make FS_BuildOSPath for botlib.log consistent with typical usage tiny readme thing Remove extra plus sign from Huff_Compress() Fix VMs being able to change CVAR_PROTECTED cvars Don't register fs_game cvar everywhere just to get the value Don't let VMs change engine latch cvars immediately Fix fs_game '..' reading outside of home and base path Fix VMs forcing engine latch cvar to update to latched value Revert my recent cvar latch changes Revert "Don't let VMs change engine latch cvars immediately" Partially revert "Fix fs_game '..' reading outside of home and base path" Revert "Fix VMs forcing engine latch cvar to update to latched value" Fix exploit to bypass filename restrictions on Windows Changes to systemd q3a.service Fix Q_vsnprintf for mingw-w64 Fix timelimit causing an infinite map ending loop Fix invalid access to cluster 0 in AAS_AreaRouteToGoalArea() Fix negative frag/capturelimit causing an infinite map end loop OpenGL2: Fix dark lightmap on shader in mpteam6 Make FS_InvalidGameDir() consider subdirectories invalid [qcommon] Remove dead serialization code [qcommon] Make several zone variables and functions static. Fix MAC_OS_X_VERSION_MIN_REQUIRED for macOS 10.10 and later Increase q3_ui .arena filename list buffer size to 4096 bytes OpenGL2: Fix crash when BSP has deluxe maps and vertex lit surfaces Support Unicode characters greater than 0xFF in cl_consoleKeys Fix macOS app bundle with space in name OpenGL1: Use glGenTextures instead of hardcoded values Remove CON_FlushIn function and where STDIN needs flushing, use tcflush POSIX function Update libogg from 1.3.2 to 1.3.3 Rename (already updated) libogg-1.3.2 to libogg-1.3.3 Update libvorbis from 1.3.5 to 1.3.6 * Fix CVE-2018-5146 - out-of-bounds write on codebook decoding. * Fix CVE-2017-14632 - free() on unitialized data * Fix CVE-2017-14633 - out-of-bounds read Rename (already updated) libvorbis-1.3.5 to libvorbis-1.3.6 Update opus from 1.1.4 to 1.2.1 Rename (already updated) opus-1.1.4 to opus-1.2.1 Update opusfile from 0.8 to 0.9 Rename (already updated) opusfile-0.8 to opusfile-0.9 First swing at a CONTRIBUTING.md Allow loading system OpenAL library on macOS again Remove duplicate setting of FREETYPE_CFLAGS in Makefile Fix exploit to reset player by sending wrong serverId Fix "Going to CS_ZOMBIE for [clientname]" developer message Fix MSG_Read*String*() functions not being able to read last byte from message
2018-04-07 23:02:52 +00:00
cp code/libs/macosx/*.dylib "${BUILT_PRODUCTS_DIR}/${EXECUTABLE_FOLDER_PATH}"
cp ${ICNSDIR}/${ICNS} "${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}/$ICNS" || exit 1;
echo -n ${PKGINFO} > "${BUILT_PRODUCTS_DIR}/${CONTENTS_FOLDER_PATH}/PkgInfo" || exit 1;
ioquake3 resync to revision 3511 from 3444. This updates from SDL 2.0.4 to SDL 2.0.8. Fix nullptr dereference in front of nullptr check in FS_CheckPak0 Fix undefined behaviour due to shifting signed in snd_mem.c Fix shifting bits out of byte in tr_font.c Fix shift into sign in cl_cin.c Fix signed bit operations in MSG_ReadBits Add missing address operator in cm_polylib.c OpenGL1: Decay float[8] to float * in tr_marks.c Avoid srcList[-1] in snd_openal.c Fix the behaviour of CVAR_LATCH|CVAR_CHEAT cvars Maximize cURL buffer size Fix mouse grab after toggling fullscreen Fix q3history buffer not cleared between mods and OOB-access Revert "Removed "Color Depth" from q3_ui system settings, it didn't control anything." Fix displayed color/depth/stencil bits values Restore setting r_colorbits in q3_ui Make setting r_stencilbits more consistent in Team Arena UI Fix map list in Team Arena start server menu after entering SP menu Support SDL audio devices that require float32 samples. sdl_snd.c should just initialize SDL audio without checking SDL_WasInit(). There's no need to SDL_PauseAudio(1) before calling SDL_CloseAudio(). Added audio capture support to SDL backend. Use the SDL2 audio device interface instead of the legacy 1.2 API. Disable SDL audio capture until prebuilt SDL libraries are updated to 2.0.8. Update SDL2 to 2.0.8 Add SDL 2.0.1 headers for macOS PPC Make macOS Universal Bundle target 10.6 for x86 and x86_64 Fix possible bot goal state NULL pointer dereference Fix uninitialized bot_goal_t fields Remove unnecessary NULL pointer check in Cmd_RemoveCommand Make UI_DrawProportionalString handle NULL string Fix compiling against macOS system OpenAL and SDL2 frameworks Fix array index in CanDamage() function - discovered by MARTY Fix compiling Makefile (broke in macOS frameworks commit) Fix clearing keys for control in Team Arena UI Make s_useOpenAL be CVAR_LATCH Improvements for dedicated camera followers (team follow1/2) Fix not closing description.txt and fix path seperator Fix duplicate bots displayed in Team Arena ingame add bot menu OpenGL2: Fix parsing specularScale in shaders Don't allow SDL audio capture using pulseaudio Isolate the Altivec code so non-Altivec PPC targets can use the same binary. Limit -maltivec to specific source files on OpenBSD too (untested) Use SDL 2.0.1 headers for macOS ppc64 Fix console offset while Team Arena voiceMenu is open OpenGL2: Readd r_deluxeSpecular. Fix client kicked as unpure when missing the latest cgame/ui pk3s Don't create multiple windows when GL context creation fails Require OpenGL 1.2 for GL_CLAMP_TO_EDGE Fix Linux uninstaller requiring Bash Fix Linux uninstaller redirecting stderr to stdout in preuninstall.sh Reported by @illwieckz. Fix in_restart causing fatal error while video is shutdown Allow pkg-config binary to be overridden with PKG_CONFIG Make testgun command without argument disable test gun model Remove unused renderer_buffer variable Don't upload 8 bit grayscale images as 16 bit luminance OpenGL1: Use RE_UploadCinematic() instead of duplicate code Don't load non-core GL functions for OpenGL 3.2 core context Load OpenGL ES 2.0 function procs Don't check fixed function GL extensions when using shader pipeline OpenGL2: Fix world VAO cache drawing when glIndex_t is unsigned short OpenGL2: Misc fixes and cleanup Fix IQM root joint backlerp when joint number is more than 0 Improve IQM loading Improve IQM CPU vertex skinning performance OpenGL2: Add GPU vertex skinning for IQM models
2018-07-30 11:35:12 +00:00
# create Info.Plist
PLIST="<?xml version=\"1.0\" encoding=\"UTF-8\"?>
<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">
<plist version=\"1.0\">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleExecutable</key>
<string>${EXECUTABLE_NAME}</string>
<key>CFBundleIconFile</key>
<string>quake3</string>
<key>CFBundleIdentifier</key>
<string>com.q3rally.${PRODUCT_NAME}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>${PRODUCT_NAME}</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>${IOQ3_VERSION}</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>${IOQ3_VERSION}</string>
<key>CGDisableCoalescedUpdates</key>
<true/>
<key>LSMinimumSystemVersion</key>
ioquake3 resync to revision 3511 from 3444. This updates from SDL 2.0.4 to SDL 2.0.8. Fix nullptr dereference in front of nullptr check in FS_CheckPak0 Fix undefined behaviour due to shifting signed in snd_mem.c Fix shifting bits out of byte in tr_font.c Fix shift into sign in cl_cin.c Fix signed bit operations in MSG_ReadBits Add missing address operator in cm_polylib.c OpenGL1: Decay float[8] to float * in tr_marks.c Avoid srcList[-1] in snd_openal.c Fix the behaviour of CVAR_LATCH|CVAR_CHEAT cvars Maximize cURL buffer size Fix mouse grab after toggling fullscreen Fix q3history buffer not cleared between mods and OOB-access Revert "Removed "Color Depth" from q3_ui system settings, it didn't control anything." Fix displayed color/depth/stencil bits values Restore setting r_colorbits in q3_ui Make setting r_stencilbits more consistent in Team Arena UI Fix map list in Team Arena start server menu after entering SP menu Support SDL audio devices that require float32 samples. sdl_snd.c should just initialize SDL audio without checking SDL_WasInit(). There's no need to SDL_PauseAudio(1) before calling SDL_CloseAudio(). Added audio capture support to SDL backend. Use the SDL2 audio device interface instead of the legacy 1.2 API. Disable SDL audio capture until prebuilt SDL libraries are updated to 2.0.8. Update SDL2 to 2.0.8 Add SDL 2.0.1 headers for macOS PPC Make macOS Universal Bundle target 10.6 for x86 and x86_64 Fix possible bot goal state NULL pointer dereference Fix uninitialized bot_goal_t fields Remove unnecessary NULL pointer check in Cmd_RemoveCommand Make UI_DrawProportionalString handle NULL string Fix compiling against macOS system OpenAL and SDL2 frameworks Fix array index in CanDamage() function - discovered by MARTY Fix compiling Makefile (broke in macOS frameworks commit) Fix clearing keys for control in Team Arena UI Make s_useOpenAL be CVAR_LATCH Improvements for dedicated camera followers (team follow1/2) Fix not closing description.txt and fix path seperator Fix duplicate bots displayed in Team Arena ingame add bot menu OpenGL2: Fix parsing specularScale in shaders Don't allow SDL audio capture using pulseaudio Isolate the Altivec code so non-Altivec PPC targets can use the same binary. Limit -maltivec to specific source files on OpenBSD too (untested) Use SDL 2.0.1 headers for macOS ppc64 Fix console offset while Team Arena voiceMenu is open OpenGL2: Readd r_deluxeSpecular. Fix client kicked as unpure when missing the latest cgame/ui pk3s Don't create multiple windows when GL context creation fails Require OpenGL 1.2 for GL_CLAMP_TO_EDGE Fix Linux uninstaller requiring Bash Fix Linux uninstaller redirecting stderr to stdout in preuninstall.sh Reported by @illwieckz. Fix in_restart causing fatal error while video is shutdown Allow pkg-config binary to be overridden with PKG_CONFIG Make testgun command without argument disable test gun model Remove unused renderer_buffer variable Don't upload 8 bit grayscale images as 16 bit luminance OpenGL1: Use RE_UploadCinematic() instead of duplicate code Don't load non-core GL functions for OpenGL 3.2 core context Load OpenGL ES 2.0 function procs Don't check fixed function GL extensions when using shader pipeline OpenGL2: Fix world VAO cache drawing when glIndex_t is unsigned short OpenGL2: Misc fixes and cleanup Fix IQM root joint backlerp when joint number is more than 0 Improve IQM loading Improve IQM CPU vertex skinning performance OpenGL2: Add GPU vertex skinning for IQM models
2018-07-30 11:35:12 +00:00
<string>${MACOSX_DEPLOYMENT_TARGET}</string>"
if [ -n "${MACOSX_DEPLOYMENT_TARGET_PPC}" ] || [ -n "${MACOSX_DEPLOYMENT_TARGET_X86}" ] || [ -n "${MACOSX_DEPLOYMENT_TARGET_X86_64}" ]; then
PLIST="${PLIST}
<key>LSMinimumSystemVersionByArchitecture</key>
<dict>"
if [ -n "${MACOSX_DEPLOYMENT_TARGET_PPC}" ]; then
PLIST="${PLIST}
<key>ppc</key>
<string>${MACOSX_DEPLOYMENT_TARGET_PPC}</string>"
fi
if [ -n "${MACOSX_DEPLOYMENT_TARGET_X86}" ]; then
PLIST="${PLIST}
<key>i386</key>
<string>${MACOSX_DEPLOYMENT_TARGET_X86}</string>"
fi
if [ -n "${MACOSX_DEPLOYMENT_TARGET_X86_64}" ]; then
PLIST="${PLIST}
<key>x86_64</key>
<string>${MACOSX_DEPLOYMENT_TARGET_X86_64}</string>"
fi
PLIST="${PLIST}
</dict>"
fi
PLIST="${PLIST}
<key>NSHumanReadableCopyright</key>
<string>QUAKE III ARENA Copyright © 1999-2000 id Software, Inc. All rights reserved.</string>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
</dict>
</plist>
ioquake3 resync to revision 3511 from 3444. This updates from SDL 2.0.4 to SDL 2.0.8. Fix nullptr dereference in front of nullptr check in FS_CheckPak0 Fix undefined behaviour due to shifting signed in snd_mem.c Fix shifting bits out of byte in tr_font.c Fix shift into sign in cl_cin.c Fix signed bit operations in MSG_ReadBits Add missing address operator in cm_polylib.c OpenGL1: Decay float[8] to float * in tr_marks.c Avoid srcList[-1] in snd_openal.c Fix the behaviour of CVAR_LATCH|CVAR_CHEAT cvars Maximize cURL buffer size Fix mouse grab after toggling fullscreen Fix q3history buffer not cleared between mods and OOB-access Revert "Removed "Color Depth" from q3_ui system settings, it didn't control anything." Fix displayed color/depth/stencil bits values Restore setting r_colorbits in q3_ui Make setting r_stencilbits more consistent in Team Arena UI Fix map list in Team Arena start server menu after entering SP menu Support SDL audio devices that require float32 samples. sdl_snd.c should just initialize SDL audio without checking SDL_WasInit(). There's no need to SDL_PauseAudio(1) before calling SDL_CloseAudio(). Added audio capture support to SDL backend. Use the SDL2 audio device interface instead of the legacy 1.2 API. Disable SDL audio capture until prebuilt SDL libraries are updated to 2.0.8. Update SDL2 to 2.0.8 Add SDL 2.0.1 headers for macOS PPC Make macOS Universal Bundle target 10.6 for x86 and x86_64 Fix possible bot goal state NULL pointer dereference Fix uninitialized bot_goal_t fields Remove unnecessary NULL pointer check in Cmd_RemoveCommand Make UI_DrawProportionalString handle NULL string Fix compiling against macOS system OpenAL and SDL2 frameworks Fix array index in CanDamage() function - discovered by MARTY Fix compiling Makefile (broke in macOS frameworks commit) Fix clearing keys for control in Team Arena UI Make s_useOpenAL be CVAR_LATCH Improvements for dedicated camera followers (team follow1/2) Fix not closing description.txt and fix path seperator Fix duplicate bots displayed in Team Arena ingame add bot menu OpenGL2: Fix parsing specularScale in shaders Don't allow SDL audio capture using pulseaudio Isolate the Altivec code so non-Altivec PPC targets can use the same binary. Limit -maltivec to specific source files on OpenBSD too (untested) Use SDL 2.0.1 headers for macOS ppc64 Fix console offset while Team Arena voiceMenu is open OpenGL2: Readd r_deluxeSpecular. Fix client kicked as unpure when missing the latest cgame/ui pk3s Don't create multiple windows when GL context creation fails Require OpenGL 1.2 for GL_CLAMP_TO_EDGE Fix Linux uninstaller requiring Bash Fix Linux uninstaller redirecting stderr to stdout in preuninstall.sh Reported by @illwieckz. Fix in_restart causing fatal error while video is shutdown Allow pkg-config binary to be overridden with PKG_CONFIG Make testgun command without argument disable test gun model Remove unused renderer_buffer variable Don't upload 8 bit grayscale images as 16 bit luminance OpenGL1: Use RE_UploadCinematic() instead of duplicate code Don't load non-core GL functions for OpenGL 3.2 core context Load OpenGL ES 2.0 function procs Don't check fixed function GL extensions when using shader pipeline OpenGL2: Fix world VAO cache drawing when glIndex_t is unsigned short OpenGL2: Misc fixes and cleanup Fix IQM root joint backlerp when joint number is more than 0 Improve IQM loading Improve IQM CPU vertex skinning performance OpenGL2: Add GPU vertex skinning for IQM models
2018-07-30 11:35:12 +00:00
"
echo -e "${PLIST}" > "${BUILT_PRODUCTS_DIR}/${CONTENTS_FOLDER_PATH}/Info.plist"
# action takes care of generating universal binaries if lipo is available
# otherwise, it falls back to using a simple copy, expecting the first item in
# the second parameter list to be the desired architecture
function action()
{
COMMAND=""
if [ -x "${HAS_LIPO}" ]; then
COMMAND="${HAS_LIPO} -create -o"
$HAS_LIPO -create -o "${1}" ${2} # make sure $2 is treated as a list of files
elif [ -x ${HAS_CP} ]; then
COMMAND="${HAS_CP}"
SRC="${2// */}" # in case there is a list here, use only the first item
$HAS_CP "${SRC}" "${1}"
else
"$0 cannot create an application bundle."
exit 1
fi
#echo "${COMMAND}" "${1}" "${2}"
}
#
# the meat of universal binary creation
# destination file names do not have architecture suffix.
# action will handle merging universal binaries if supported.
# symlink appropriate architecture names for universal (fat) binary support.
#
# executables
ioquake3 resync to revision 3444 from 3393. Fix GCC 6 misleading-indentation warning add SECURITY.md OpenGL2: Restore adding fixed ambient light when HDR is enabled Few LCC memory fixes. fix a few potential buffer overwrite in Game VM Enable compiler optimization on all macOS architectures Don't allow qagame module to create "botlib.log" at ANY filesystem location Make FS_BuildOSPath for botlib.log consistent with typical usage tiny readme thing Remove extra plus sign from Huff_Compress() Fix VMs being able to change CVAR_PROTECTED cvars Don't register fs_game cvar everywhere just to get the value Don't let VMs change engine latch cvars immediately Fix fs_game '..' reading outside of home and base path Fix VMs forcing engine latch cvar to update to latched value Revert my recent cvar latch changes Revert "Don't let VMs change engine latch cvars immediately" Partially revert "Fix fs_game '..' reading outside of home and base path" Revert "Fix VMs forcing engine latch cvar to update to latched value" Fix exploit to bypass filename restrictions on Windows Changes to systemd q3a.service Fix Q_vsnprintf for mingw-w64 Fix timelimit causing an infinite map ending loop Fix invalid access to cluster 0 in AAS_AreaRouteToGoalArea() Fix negative frag/capturelimit causing an infinite map end loop OpenGL2: Fix dark lightmap on shader in mpteam6 Make FS_InvalidGameDir() consider subdirectories invalid [qcommon] Remove dead serialization code [qcommon] Make several zone variables and functions static. Fix MAC_OS_X_VERSION_MIN_REQUIRED for macOS 10.10 and later Increase q3_ui .arena filename list buffer size to 4096 bytes OpenGL2: Fix crash when BSP has deluxe maps and vertex lit surfaces Support Unicode characters greater than 0xFF in cl_consoleKeys Fix macOS app bundle with space in name OpenGL1: Use glGenTextures instead of hardcoded values Remove CON_FlushIn function and where STDIN needs flushing, use tcflush POSIX function Update libogg from 1.3.2 to 1.3.3 Rename (already updated) libogg-1.3.2 to libogg-1.3.3 Update libvorbis from 1.3.5 to 1.3.6 * Fix CVE-2018-5146 - out-of-bounds write on codebook decoding. * Fix CVE-2017-14632 - free() on unitialized data * Fix CVE-2017-14633 - out-of-bounds read Rename (already updated) libvorbis-1.3.5 to libvorbis-1.3.6 Update opus from 1.1.4 to 1.2.1 Rename (already updated) opus-1.1.4 to opus-1.2.1 Update opusfile from 0.8 to 0.9 Rename (already updated) opusfile-0.8 to opusfile-0.9 First swing at a CONTRIBUTING.md Allow loading system OpenAL library on macOS again Remove duplicate setting of FREETYPE_CFLAGS in Makefile Fix exploit to reset player by sending wrong serverId Fix "Going to CS_ZOMBIE for [clientname]" developer message Fix MSG_Read*String*() functions not being able to read last byte from message
2018-04-07 23:02:52 +00:00
action "${BUNDLEBINDIR}/${EXECUTABLE_NAME}" "${IOQ3_CLIENT_ARCHS}"
action "${BUNDLEBINDIR}/${DEDICATED_NAME}" "${IOQ3_SERVER_ARCHS}"
# renderers
ioquake3 resync to revision 3444 from 3393. Fix GCC 6 misleading-indentation warning add SECURITY.md OpenGL2: Restore adding fixed ambient light when HDR is enabled Few LCC memory fixes. fix a few potential buffer overwrite in Game VM Enable compiler optimization on all macOS architectures Don't allow qagame module to create "botlib.log" at ANY filesystem location Make FS_BuildOSPath for botlib.log consistent with typical usage tiny readme thing Remove extra plus sign from Huff_Compress() Fix VMs being able to change CVAR_PROTECTED cvars Don't register fs_game cvar everywhere just to get the value Don't let VMs change engine latch cvars immediately Fix fs_game '..' reading outside of home and base path Fix VMs forcing engine latch cvar to update to latched value Revert my recent cvar latch changes Revert "Don't let VMs change engine latch cvars immediately" Partially revert "Fix fs_game '..' reading outside of home and base path" Revert "Fix VMs forcing engine latch cvar to update to latched value" Fix exploit to bypass filename restrictions on Windows Changes to systemd q3a.service Fix Q_vsnprintf for mingw-w64 Fix timelimit causing an infinite map ending loop Fix invalid access to cluster 0 in AAS_AreaRouteToGoalArea() Fix negative frag/capturelimit causing an infinite map end loop OpenGL2: Fix dark lightmap on shader in mpteam6 Make FS_InvalidGameDir() consider subdirectories invalid [qcommon] Remove dead serialization code [qcommon] Make several zone variables and functions static. Fix MAC_OS_X_VERSION_MIN_REQUIRED for macOS 10.10 and later Increase q3_ui .arena filename list buffer size to 4096 bytes OpenGL2: Fix crash when BSP has deluxe maps and vertex lit surfaces Support Unicode characters greater than 0xFF in cl_consoleKeys Fix macOS app bundle with space in name OpenGL1: Use glGenTextures instead of hardcoded values Remove CON_FlushIn function and where STDIN needs flushing, use tcflush POSIX function Update libogg from 1.3.2 to 1.3.3 Rename (already updated) libogg-1.3.2 to libogg-1.3.3 Update libvorbis from 1.3.5 to 1.3.6 * Fix CVE-2018-5146 - out-of-bounds write on codebook decoding. * Fix CVE-2017-14632 - free() on unitialized data * Fix CVE-2017-14633 - out-of-bounds read Rename (already updated) libvorbis-1.3.5 to libvorbis-1.3.6 Update opus from 1.1.4 to 1.2.1 Rename (already updated) opus-1.1.4 to opus-1.2.1 Update opusfile from 0.8 to 0.9 Rename (already updated) opusfile-0.8 to opusfile-0.9 First swing at a CONTRIBUTING.md Allow loading system OpenAL library on macOS again Remove duplicate setting of FREETYPE_CFLAGS in Makefile Fix exploit to reset player by sending wrong serverId Fix "Going to CS_ZOMBIE for [clientname]" developer message Fix MSG_Read*String*() functions not being able to read last byte from message
2018-04-07 23:02:52 +00:00
action "${BUNDLEBINDIR}/${RENDERER_OPENGL1_NAME}" "${IOQ3_RENDERER_GL1_ARCHS}"
action "${BUNDLEBINDIR}/${RENDERER_OPENGL2_NAME}" "${IOQ3_RENDERER_GL2_ARCHS}"
symlinkArch "${RENDERER_OPENGL}1" "${RENDERER_OPENGL}1" "_" "${BUNDLEBINDIR}"
symlinkArch "${RENDERER_OPENGL}2" "${RENDERER_OPENGL}2" "_" "${BUNDLEBINDIR}"
# game
ioquake3 resync to revision 3444 from 3393. Fix GCC 6 misleading-indentation warning add SECURITY.md OpenGL2: Restore adding fixed ambient light when HDR is enabled Few LCC memory fixes. fix a few potential buffer overwrite in Game VM Enable compiler optimization on all macOS architectures Don't allow qagame module to create "botlib.log" at ANY filesystem location Make FS_BuildOSPath for botlib.log consistent with typical usage tiny readme thing Remove extra plus sign from Huff_Compress() Fix VMs being able to change CVAR_PROTECTED cvars Don't register fs_game cvar everywhere just to get the value Don't let VMs change engine latch cvars immediately Fix fs_game '..' reading outside of home and base path Fix VMs forcing engine latch cvar to update to latched value Revert my recent cvar latch changes Revert "Don't let VMs change engine latch cvars immediately" Partially revert "Fix fs_game '..' reading outside of home and base path" Revert "Fix VMs forcing engine latch cvar to update to latched value" Fix exploit to bypass filename restrictions on Windows Changes to systemd q3a.service Fix Q_vsnprintf for mingw-w64 Fix timelimit causing an infinite map ending loop Fix invalid access to cluster 0 in AAS_AreaRouteToGoalArea() Fix negative frag/capturelimit causing an infinite map end loop OpenGL2: Fix dark lightmap on shader in mpteam6 Make FS_InvalidGameDir() consider subdirectories invalid [qcommon] Remove dead serialization code [qcommon] Make several zone variables and functions static. Fix MAC_OS_X_VERSION_MIN_REQUIRED for macOS 10.10 and later Increase q3_ui .arena filename list buffer size to 4096 bytes OpenGL2: Fix crash when BSP has deluxe maps and vertex lit surfaces Support Unicode characters greater than 0xFF in cl_consoleKeys Fix macOS app bundle with space in name OpenGL1: Use glGenTextures instead of hardcoded values Remove CON_FlushIn function and where STDIN needs flushing, use tcflush POSIX function Update libogg from 1.3.2 to 1.3.3 Rename (already updated) libogg-1.3.2 to libogg-1.3.3 Update libvorbis from 1.3.5 to 1.3.6 * Fix CVE-2018-5146 - out-of-bounds write on codebook decoding. * Fix CVE-2017-14632 - free() on unitialized data * Fix CVE-2017-14633 - out-of-bounds read Rename (already updated) libvorbis-1.3.5 to libvorbis-1.3.6 Update opus from 1.1.4 to 1.2.1 Rename (already updated) opus-1.1.4 to opus-1.2.1 Update opusfile from 0.8 to 0.9 Rename (already updated) opusfile-0.8 to opusfile-0.9 First swing at a CONTRIBUTING.md Allow loading system OpenAL library on macOS again Remove duplicate setting of FREETYPE_CFLAGS in Makefile Fix exploit to reset player by sending wrong serverId Fix "Going to CS_ZOMBIE for [clientname]" developer message Fix MSG_Read*String*() functions not being able to read last byte from message
2018-04-07 23:02:52 +00:00
action "${BUNDLEBINDIR}/${BASEDIR}/${CGAME_NAME}" "${IOQ3_CGAME_ARCHS}"
action "${BUNDLEBINDIR}/${BASEDIR}/${GAME_NAME}" "${IOQ3_GAME_ARCHS}"
action "${BUNDLEBINDIR}/${BASEDIR}/${UI_NAME}" "${IOQ3_UI_ARCHS}"
symlinkArch "${CGAME}" "${CGAME}" "" "${BUNDLEBINDIR}/${BASEDIR}"
symlinkArch "${GAME}" "${GAME}" "" "${BUNDLEBINDIR}/${BASEDIR}"
symlinkArch "${UI}" "${UI}" "" "${BUNDLEBINDIR}/${BASEDIR}"