Rename all occurrences of Mac OS X to macOS

This commit is contained in:
Hugo Locurcio
2018-10-06 14:42:49 +02:00
parent 45e31de87f
commit 4741f45ddb
8 changed files with 132 additions and 132 deletions
+1 -1
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@@ -8,7 +8,7 @@ __pycache__
.vscode/
*.mo
# Finder (MacOS) makes these automatically.
# Finder (macOS) makes these automatically.
.DS_Store
# And Windows keeps creating these.
+2 -2
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@@ -33,13 +33,13 @@ Which platforms are supported by Godot?
**For the editor:**
* Windows
* Mac OS X
* macOS
* X11 (Linux, \*BSD)
**For exporting your games:**
* Windows (and UWP)
* Mac OS X
* macOS
* X11 (Linux, \*BSD)
* Android
* iOS
@@ -107,7 +107,7 @@ can focus on the issues labelled with their team's topic.
**Platforms:**
*Android*, *HTML5*, *iOS*, *Linux*, *OS X*, *Windows*, *UWP*
*Android*, *HTML5*, *iOS*, *Linux*, *macOS*, *Windows*, *UWP*
By default, it is assumed that a given issue applies to all platforms.
If one of the platform labels is used, it is then exclusive and the
+4 -4
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@@ -1,7 +1,7 @@
.. _doc_compiling_for_osx:
Compiling for OSX
=================
Compiling for macOS
===================
.. highlight:: shell
@@ -55,10 +55,10 @@ you can do so by specifying the bits in the scons command like so:
Cross-compiling
---------------
It is possible to compile for OSX in a Linux environment (and maybe
It is possible to compile for macOS in a Linux environment (and maybe
also in Windows with Cygwin). For that you will need
`OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able
to use OSX as target. First, follow the instructions to install it:
to use macOS as target. First, follow the instructions to install it:
Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`
somewhere on your machine (or download a zip file and extract it somewhere),
+2 -2
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@@ -130,14 +130,14 @@ Add the following includes/imports:
core/math/
tools/
drivers/
platform/x11/ // make that platform/osx/ if you're using OS X
platform/x11/ // make that platform/osx/ if you're using macOS
.. image:: img/kdevelop_addincludes.png
Apply the changes then switch to the "Custom Buildsystem" tab.
Leave the build directory blank. Enable build tools and add ``scons``
as the executable and add ``platform=x11 target=debug`` (``platform=osx``
if you're on OS X).
if you're on macOS).
.. image:: img/kdevelop_buildconfig.png
@@ -35,7 +35,7 @@ Godot 3.0.3+ requires Mono 5.12 on all platforms.
You also need MSBuild (at least version 15.0) which should come with the Mono installation.
.. note:: For instructions on installing older versions of Mono on Linux, see `this page <http://www.mono-project.com/docs/getting-started/install/linux/#accessing-older-releases>`_.
Older versions of Mono for MacOS and Windows can be found `here <https://download.mono-project.com/archive/>`_.
Older versions of Mono for macOS and Windows can be found `here <https://download.mono-project.com/archive/>`_.
Additionally, your Godot version must have Mono support enabled, so ensure you download the **Mono version** of Godot.
+3 -3
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@@ -172,10 +172,10 @@ folder. Choose a location *outside* of your project folder.
Click "Save" and the engine will build the export files.
.. note:: When exporting for MacOS, if you export on a MacOS computer, you'll
.. note:: When exporting for macOS, if you export on a macOS computer, you'll
end up with a `.dmg` file, while using Linux or Windows
produces a `.zip`. In either case, the compressed file contains
a MacOS `.app` that you can double-click and run.
a macOS `.app` that you can double-click and run.
.. note:: On Windows, if you want your exported executable to have a different
icon than the default one, you need to change it manually. See:
@@ -237,7 +237,7 @@ iOS
~~~
.. note:: In order to build your game for iOS, you must have a computer running
MacOS with Xcode installed.
macOS with Xcode installed.
Before exporting, there are some settings that you *must* complete for the project
to export successfully. First, the "App Store Team Id", which you can find by
@@ -240,7 +240,7 @@ On Linux:
clang -std=c11 -fPIC -c -I/PATH/TO/GODOT/HEADERS simple.c -o simple.os
clang -shared simple.os -o ../bin/libsimple.so
On Mac OS X:
On macOS:
.. code-block:: none