Updated commands now that macOS is 64-bit exclusive

Follow-up on this issue: https://github.com/godotengine/godot-docs/issues/921

As scons will compile a ".64" executable by default, not a ".fat" executable, I have updated the commands to reflect that. I also added a section for manually compiling a ".fat" executable for running on a 32-bit machine.

 Updated commands now that macOS is 64-bit exclusive

As scons will compile a ".64" executable by default, not a ".fat" executable, I have updated the commands to reflect that. I also added a section for manually compiling a ".fat" executable for running on a 32-bit machine.

Small Grammer

Removed an erroneous a and a comma.
This commit is contained in:
Danny Suarez
2018-01-02 21:34:51 -08:00
parent e4688c590b
commit 7e8fc446ff

View File

@@ -30,17 +30,28 @@ runs without any dependencies. Executing it will bring up the project
manager.
To create an .app like in the official builds, you need to use the template
located in ``misc/dist/osx_tools.app``. Typically, for a "fat" binary that
supports both 32-bit and 64-bit architectures, and with an optimised binary
located in ``misc/dist/osx_tools.app``. Typically, for a ".64" optimised binary
built with `scons p=osx target=release_debug`:
::
user@host:~/godot$ cp -r misc/dist/osx_tools.app ./Godot.app
user@host:~/godot$ mkdir -p Godot.app/Contents/MacOS
user@host:~/godot$ cp bin/godot.osx.opt.tools.fat Godot.app/Contents/MacOS/Godot
user@host:~/godot$ cp bin/godot.osx.opt.tools.64 Godot.app/Contents/MacOS/Godot
user@host:~/godot$ chmod +x Godot.app/Contents/MacOS/Godot
Compiling for 32 and 64-bit
---------------------------
All macOS versions after 10.6 are 64-bit exclusive, so the executable
will be a ".64" file by default for most users. If you would like to
compile a ".fat" executable which contains both 32 and 64-bit code,
you can do so by specifiying the bits in the scons command like so:
::
user@host:~/godot$ scons platform=osx bits=fat
Cross-compiling
---------------