Merge branch 'godotengine:master' into master

This commit is contained in:
proffesionalusrnm
2025-09-26 18:03:46 -06:00
committed by GitHub
3 changed files with 21 additions and 0 deletions

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@@ -57,6 +57,15 @@ When the export completes, the output folder should look like this:
.. image:: img/ios_export_output.webp
.. warning::
Exporting for the iOS simulator is currently not supported as per
`GH-102149 <https://github.com/godotengine/godot/issues/102149>`__.
Apple Silicon Macs can run iOS apps natively, so you can run exported iOS projects
directly on an Apple Silicon Mac without needing the iOS simulator.
Opening **exported_xcode_project_name.xcodeproj** lets you build and deploy
like any other iOS app.

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@@ -225,6 +225,8 @@ Here is a minimal working example of a custom logger, with the script added as a
func _log_message(message: String, error: bool) -> void:
# Do something with `message`.
# `error` is `true` for messages printed to the standard error stream (stderr) with `print_error()`.
# Note that this method will be called from threads other than the main thread, possibly at the same
# time, so you will need to have some kind of thread-safety as part of it, like a Mutex.
pass
func _log_error(
@@ -239,6 +241,8 @@ Here is a minimal working example of a custom logger, with the script added as a
) -> void:
# Do something with the error. The error text is in `rationale`.
# See the Logger class reference for details on other parameters.
# Note that this method will be called from threads other than the main thread, possibly at the same
# time, so you will need to have some kind of thread-safety as part of it, like a Mutex.
pass
# Use `_init()` to initialize the logger as early as possible, which ensures that messages