mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-25 13:21:08 +00:00
22a0949a26
Upgrade to build and run from VS2019 Upgrades to Xcode project and Apple Silicon support Update SDL2 to 2.0.14 Updated SDL2 include files to fix Mac build in GitHub Actions Added another mention of arm64 to command line help Restored original opus sse files, excluded from Xcode Added arm64 to the post-build symlinking step Merge branch 'main' into xcode Merge branch 'main' into vs2019 Added shell script to compile Universal 2 binary (x86_64+arm64) Reverting alert style to deprecated methods Upgrades to Xcode project and Apple Silicon support Update SDL2 to 2.0.14 Added another mention of arm64 to command line help Restored original opus sse files, excluded from Xcode Added arm64 to the post-build symlinking step Added shell script to compile Universal 2 binary (x86_64+arm64) Reverting alert style to deprecated methods Merge branch 'xcode' of https://github.com/tomkidd/ioq3 into xcode Removed signature from SDL dylib, enabled dark mode on macOS. spaces > tabs Ad-hoc signed libSDL2-2.0.0.dylib Fix compiling against SDL 2.0.17 UB2 now signs and notarizes, upgraded to SDL 2.0.16 Architectures in libSDL2 restored for ppc and i386 Merge remote-tracking branch 'upstream/main' into vs2019 Update SDL2 to 2.0.16 Added rudimentary support for automatically finding Microsoft Store version of Quake 3 GHA deprecated Ubuntu 16.04 - update to 18.04 qsort cannot be called with NULL Merge remote-tracking branch 'upstream/main' into vs2019 Addressed string concatenation issue and added dummy method for Mac/Linux Added missing variable. Merge remote-tracking branch 'upstream/main' into xcode Updated SDL 2.0.16 headers and Mac version of libraries to fix GitHub actions Addressed PR suggestions Modified MS Store path handling to better follow the pattern of Steam/GOG Merge pull request #481 from tomkidd/xcode Merge pull request #482 from tomkidd/vs2019 OpenGL2: Fix r_grayscale 1 making everything solid black Print full GL_EXTENSIONS list for OpenGL contexts before 3.0 Fix being unable to enter Team Arena CD key OpenGL2: GL_DEPTH_TEXTURE_MODE was removed from OpenGL 3.0/Core Improve setting Microsoft Store path Update building for macOS in README Make macOS arm64 default to target macOS 11 in Makefile Fix error when cross-compiling for macOS arm64 using Makefile Fix passing arguments to VM dylib on Apple M1 Fix compiling on older macOS Fix memory corruption in S_TransferPaintBuffer Fix memset Fix hex digit Fix uninitialized variable some old URL and doc updates Update README.md Update FUNDING.yml code/curl: update ifdef condition for MCST-LCC compiler in mcst-lcc compiler => 1.25 added a new macro definition to determine compiler Revert "code/curl: update ifdef condition for MCST-LCC compiler" Revert "E2K: fixed build by MCST lcc compiler when using USE_CURL=1 option" More predictable mesh normals generation vm_x86.c: Add `defined(_M_IX86) || defined(_M_X64)` (fix for VS2019) Add keys for SDL 2.0.14's new gamepad buttons Fix in_availableJoysticks cvar not updating Fix (disabled) Wavelet sound decompression Update to SDL 2.24.0 and add separate macOS UB2 dylib Update macOS UB1 to SDL 2.0.22 Fix running make-macosx{,-ub2}.sh on Linux Update MSVC .lib files to SDL 2.24.0
129 lines
3.8 KiB
Bash
Executable file
129 lines
3.8 KiB
Bash
Executable file
#!/bin/bash
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#
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# Let's make the user give us a target build system
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if [ $# -ne 1 ]; then
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echo "Usage: $0 target_architecture"
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echo "Example: $0 x86"
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echo "other valid options are arm64, x86_64 or ppc"
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echo
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echo "If you don't know or care about architectures please consider using make-macosx-ub.sh instead of this script."
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exit 1
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fi
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if [ "$1" == "x86" ]; then
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BUILDARCH=x86
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elif [ "$1" == "x86_64" ]; then
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BUILDARCH=x86_64
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elif [ "$1" == "ppc" ]; then
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BUILDARCH=ppc
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elif [ "$1" == "arm64" ]; then
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BUILDARCH=arm64
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else
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echo "Invalid architecture: $1"
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echo "Valid architectures are arm64, x86_64, x86, or ppc"
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exit 1
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fi
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CC=gcc-4.0
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DESTDIR=build/release-darwin-${BUILDARCH}
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cd `dirname $0`
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if [ ! -f Makefile ]; then
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echo "This script must be run from the ioquake3 build directory"
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exit 1
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fi
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# we want to use the oldest available SDK for max compatibility. However 10.4 and older
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# can not build 64bit binaries, making 10.5 the minimum version. This has been tested
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# with xcode 3.1 (xcode31_2199_developerdvd.dmg). It contains the 10.5 SDK and a decent
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# enough gcc to actually compile ioquake3
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# For PPC macs, G4's or better are required to run ioquake3.
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unset ARCH_SDK
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unset ARCH_CFLAGS
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unset ARCH_MACOSX_VERSION_MIN
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# SDL 2.0.1 (ppc) supports MacOSX 10.5
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# SDL 2.0.5+ (x86, x86_64) supports MacOSX 10.6 and later
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if [ $BUILDARCH = "ppc" ]; then
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if [ -d /Developer/SDKs/MacOSX10.5.sdk ]; then
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ARCH_SDK=/Developer/SDKs/MacOSX10.5.sdk
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ARCH_CFLAGS="-isysroot /Developer/SDKs/MacOSX10.5.sdk"
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fi
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ARCH_MACOSX_VERSION_MIN="10.5"
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elif [ $BUILDARCH = "x86" ]; then
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if [ -d /Developer/SDKs/MacOSX10.6.sdk ]; then
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ARCH_SDK=/Developer/SDKs/MacOSX10.6.sdk
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ARCH_CFLAGS="-isysroot /Developer/SDKs/MacOSX10.6.sdk"
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fi
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ARCH_MACOSX_VERSION_MIN="10.6"
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elif [ $BUILDARCH = "x86_64" ]; then
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if [ -d /Developer/SDKs/MacOSX10.6.sdk ]; then
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ARCH_SDK=/Developer/SDKs/MacOSX10.6.sdk
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ARCH_CFLAGS="-isysroot /Developer/SDKs/MacOSX10.6.sdk"
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ARCH_MACOSX_VERSION_MIN="10.6"
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else
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if [ -n "$MACOSX_VERSION_MIN" ]; then
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DEFAULT_SDK=$MACOSX_VERSION_MIN
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else
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# trying to find default SDK version is hard
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# macOS 10.15 requires -sdk macosx but 10.11 doesn't support it
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# macOS 10.6 doesn't have -show-sdk-version
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DEFAULT_SDK=`xcrun -sdk macosx -show-sdk-version 2> /dev/null`
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if [ -z "$DEFAULT_SDK" ]; then
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DEFAULT_SDK=`xcrun -show-sdk-version 2> /dev/null`
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fi
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if [ -z "$DEFAULT_SDK" ]; then
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echo "Error: Unable to determine macOS SDK version."
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echo "On macOS 10.6 to 10.8 run:"
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echo " MACOSX_VERSION_MIN=10.6 $0 $BUILDARCH"
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echo "On macOS 10.9 or later run:"
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echo " MACOSX_VERSION_MIN=10.9 $0 $BUILDARCH"
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exit 1
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fi
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fi
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if [ "$DEFAULT_SDK" = "10.6" ] \
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|| [ "$DEFAULT_SDK" = "10.7" ] \
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|| [ "$DEFAULT_SDK" = "10.8" ]; then
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ARCH_MACOSX_VERSION_MIN="10.6"
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else
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ARCH_MACOSX_VERSION_MIN="10.9"
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fi
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fi
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elif [ $BUILDARCH = "arm64" ]; then
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ARCH_MACOSX_VERSION_MIN="11.0"
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fi
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echo "Building ${BUILDARCH} Client/Dedicated Server against \"$ARCH_SDK\""
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sleep 3
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if [ ! -d $DESTDIR ]; then
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mkdir -p $DESTDIR
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fi
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# For parallel make on multicore boxes...
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SYSCTL_PATH=`command -v sysctl 2> /dev/null`
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if [ -n "$SYSCTL_PATH" ]; then
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NCPU=`sysctl -n hw.ncpu`
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else
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# osxcross on linux
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NCPU=`nproc`
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fi
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# intel client and server
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#if [ -d build/release-darwin-${BUILDARCH} ]; then
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# rm -r build/release-darwin-${BUILDARCH}
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#fi
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(PLATFORM=darwin ARCH=${BUILDARCH} CFLAGS=$ARCH_CFLAGS MACOSX_VERSION_MIN=$ARCH_MACOSX_VERSION_MIN make -j$NCPU) || exit 1;
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# use the following shell script to build an application bundle
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export MACOSX_DEPLOYMENT_TARGET="${ARCH_MACOSX_VERSION_MIN}"
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export MACOSX_DEPLOYMENT_TARGET_PPC=
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export MACOSX_DEPLOYMENT_TARGET_X86=
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export MACOSX_DEPLOYMENT_TARGET_X86_64=
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export MACOSX_DEPLOYMENT_TARGET_ARM64=
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"./make-macosx-app.sh" release ${BUILDARCH}
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