q3rally/engine/make-macosx.sh
zturtleman 96a9e2a9aa 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

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#!/bin/bash
#
# Let's make the user give us a target build system
if [ $# -ne 1 ]; then
echo "Usage: $0 target_architecture"
echo "Example: $0 x86"
echo "other valid options are x86_64 or ppc"
echo
echo "If you don't know or care about architectures please consider using make-macosx-ub.sh instead of this script."
exit 1
fi
if [ "$1" == "x86" ]; then
BUILDARCH=x86
elif [ "$1" == "x86_64" ]; then
BUILDARCH=x86_64
elif [ "$1" == "ppc" ]; then
BUILDARCH=ppc
else
echo "Invalid architecture: $1"
echo "Valid architectures are x86, x86_64 or ppc"
exit 1
fi
CC=gcc-4.0
DESTDIR=build/release-darwin-${BUILDARCH}
cd `dirname $0`
if [ ! -f Makefile ]; then
echo "This script must be run from the ioquake3 build directory"
exit 1
fi
# we want to use the oldest available SDK for max compatibility. However 10.4 and older
# can not build 64bit binaries, making 10.5 the minimum version. This has been tested
# with xcode 3.1 (xcode31_2199_developerdvd.dmg). It contains the 10.5 SDK and a decent
# enough gcc to actually compile ioquake3
# For PPC macs, G4's or better are required to run ioquake3.
unset ARCH_SDK
unset ARCH_CFLAGS
unset ARCH_MACOSX_VERSION_MIN
# SDL 2.0.1 (ppc) supports MacOSX 10.5
# SDL 2.0.5+ (x86, x86_64) supports MacOSX 10.6 and later
if [ $BUILDARCH = "ppc" ]; then
if [ -d /Developer/SDKs/MacOSX10.5.sdk ]; then
ARCH_SDK=/Developer/SDKs/MacOSX10.5.sdk
ARCH_CFLAGS="-isysroot /Developer/SDKs/MacOSX10.5.sdk"
fi
ARCH_MACOSX_VERSION_MIN="10.5"
elif [ -d /Developer/SDKs/MacOSX10.6.sdk ]; then
ARCH_SDK=/Developer/SDKs/MacOSX10.6.sdk
ARCH_CFLAGS="-isysroot /Developer/SDKs/MacOSX10.6.sdk"
ARCH_MACOSX_VERSION_MIN="10.6"
else
ARCH_MACOSX_VERSION_MIN="10.7"
fi
echo "Building ${BUILDARCH} Client/Dedicated Server against \"$ARCH_SDK\""
sleep 3
if [ ! -d $DESTDIR ]; then
mkdir -p $DESTDIR
fi
# For parallel make on multicore boxes...
NCPU=`sysctl -n hw.ncpu`
# intel client and server
#if [ -d build/release-darwin-${BUILDARCH} ]; then
# rm -r build/release-darwin-${BUILDARCH}
#fi
(ARCH=${BUILDARCH} CFLAGS=$ARCH_CFLAGS MACOSX_VERSION_MIN=$ARCH_MACOSX_VERSION_MIN make -j$NCPU) || exit 1;
# use the following shell script to build an application bundle
export MACOSX_DEPLOYMENT_TARGET="${ARCH_MACOSX_VERSION_MIN}"
export MACOSX_DEPLOYMENT_TARGET_PPC=
export MACOSX_DEPLOYMENT_TARGET_X86=
export MACOSX_DEPLOYMENT_TARGET_X86_64=
"./make-macosx-app.sh" release ${BUILDARCH}