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Merge branch 'godotengine:master' into master
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@@ -57,6 +57,15 @@ When the export completes, the output folder should look like this:
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.. image:: img/ios_export_output.webp
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.. warning::
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Exporting for the iOS simulator is currently not supported as per
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`GH-102149 <https://github.com/godotengine/godot/issues/102149>`__.
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Apple Silicon Macs can run iOS apps natively, so you can run exported iOS projects
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directly on an Apple Silicon Mac without needing the iOS simulator.
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Opening **exported_xcode_project_name.xcodeproj** lets you build and deploy
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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
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func _log_message(message: String, error: bool) -> void:
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# Do something with `message`.
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# `error` is `true` for messages printed to the standard error stream (stderr) with `print_error()`.
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# Note that this method will be called from threads other than the main thread, possibly at the same
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# time, so you will need to have some kind of thread-safety as part of it, like a Mutex.
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pass
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func _log_error(
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@@ -239,6 +241,8 @@ Here is a minimal working example of a custom logger, with the script added as a
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) -> void:
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# Do something with the error. The error text is in `rationale`.
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# See the Logger class reference for details on other parameters.
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# Note that this method will be called from threads other than the main thread, possibly at the same
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# time, so you will need to have some kind of thread-safety as part of it, like a Mutex.
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pass
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# Use `_init()` to initialize the logger as early as possible, which ensures that messages
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