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