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https://github.com/godotengine/godot-build-scripts.git
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macOS: Source entitlements from Git repo misc/dist/osx
Now both the standard and the mono build need the same entitlements, so we use the same file.
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@@ -1,12 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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<plist version="1.0">
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<dict>
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<key>com.apple.security.device.audio-input</key>
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<true/>
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<key>com.apple.security.device.camera</key>
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<true/>
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<key>com.apple.security.cs.disable-library-validation</key>
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<true/>
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</dict>
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</plist>
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@@ -1,18 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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<plist version="1.0">
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<dict>
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<key>com.apple.security.cs.allow-dyld-environment-variables</key>
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<true/>
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<key>com.apple.security.cs.allow-jit</key>
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<true/>
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<key>com.apple.security.cs.allow-unsigned-executable-memory</key>
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<true/>
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<key>com.apple.security.cs.disable-library-validation</key>
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<true/>
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<key>com.apple.security.device.audio-input</key>
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<true/>
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<key>com.apple.security.device.camera</key>
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<true/>
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</dict>
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</plist>
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@@ -33,21 +33,19 @@ sign_macos() {
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if [[ "${_is_mono}" == "1" ]]; then
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_appname="Godot_mono.app"
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_entitlements=editor_mono.entitlements
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_sharpdir="${_appname}/Contents/Resources/GodotSharp"
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_extra_files="${_sharpdir}/Mono/lib/*.dylib ${_sharpdir}/Tools/aot-compilers/*/*"
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else
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_appname="Godot.app"
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_entitlements=editor.entitlements
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fi
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scp "${_reldir}/${_binname}.zip" "${OSX_HOST}:${_osx_tmpdir}"
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scp "${basedir}/build-macosx/${_entitlements}" "${OSX_HOST}:${_osx_tmpdir}"
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scp "${basedir}/git/misc/dist/osx/editor.entitlements" "${OSX_HOST}:${_osx_tmpdir}"
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ssh "${OSX_HOST}" "
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cd ${_osx_tmpdir} && \
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unzip ${_binname}.zip && \
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codesign --force --timestamp \
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--options=runtime --entitlements ${_entitlements} \
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--options=runtime --entitlements editor.entitlements \
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-s ${OSX_KEY_ID} -v ${_extra_files} ${_appname} && \
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zip -r ${_binname}_signed.zip ${_appname}"
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