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iOS: Build Mono runtime
iOS image is now based on the OSX one, as we'll need the OSX toolchain to build the AOT cross-compiler. We can't build the cross-compiler yet though as godot-mono-builds doesn't support OSXCross for that part, and we will likely need to build libclang manually beforehand too.
This commit is contained in:
4
build.sh
4
build.sh
@@ -91,7 +91,7 @@ if [ ! -e ${mono_root} ]; then
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# Set up godot-mono-builds in tree
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git clone --progress https://github.com/godotengine/godot-mono-builds
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pushd godot-mono-builds
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git checkout a120a65774d206e432d2971457977aa29aca9188
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git checkout 562afa310ef78974b2986154220e26f58e83a72e
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export MONO_SOURCE_ROOT=${mono_root}
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python3 patch_mono.py
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popd
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@@ -123,8 +123,8 @@ if [ ! -e files/MacOSX10.14.sdk.tar.xz ] || [ ! -e files/iPhoneOS12.4.sdk.tar.xz
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$podman run -it --rm -v ${files_root}/files:/root/files godot-xcode-packer:${img_version} 2>&1 | tee logs/xcode_packer.log
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fi
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$podman_build -t godot-ios:${img_version} -f Dockerfile.ios -v ${files_root}:/root/files . 2>&1 | tee logs/ios.log
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$podman_build_mono -t godot-osx:${img_version} -f Dockerfile.osx . 2>&1 | tee logs/osx.log
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$podman_build_mono -t godot-ios:${img_version} -f Dockerfile.ios . 2>&1 | tee logs/ios.log
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if [ ! -e files/msvc2017.tar ]; then
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echo
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