Well, that was very silly. I spent 45 minutes adding automatic cross-compilation via GitHub actions! The main issue was: macOS! I now officially hate macOS.
I essentially spent 12 commits trying to fix macOS, and 1 commit removing macOS. The commits mentioning Windows or Linux? They were never the issue. It was only macOS. Heres my commit history for this devlog:
Add basic src/export_presets.cfg
1 file changed, 431 insertions(+)
Make publishing workflow to compile
1 file changed, 66 insertions(+)
Fix Linux export in export_presets.cfg to work with workflow
1 file changed, 2 insertions(+), 2 deletions(-)
Set project directory in workflow
1 file changed, 4 insertions(+), 4 deletions(-)
Remove export_path for windows in export_presents.cfg to fix CI/CD
1 file changed, 1 insertion(+), 1 deletion(-)
Hopefully fixes CI/CD
1 file changed, 6 insertions(+), 9 deletions(-)
Make macOS only support x86_64 to fix CI/CD issue
1 file changed, 2 insertions(+), 2 deletions(-)
Add bundle identifier for macOS (why does it have to be such a pain?)
1 file changed, 2 insertions(+), 2 deletions(-)
The mac strikes back: import ETC2 ASTC compession for macOS
1 file changed, 1 insertion(+)
Add initial project import step to CI/CD
1 file changed, 4 insertions(+)
Cd into src before initializing godot
2 files changed, 2 insertions(+), 1 deletion(-)
Remove cding into src and add export_templates_path
1 file changed, 5 insertions(+), 1 deletion(-)
The mac struck back yet again: emancipated
1 file changed, 1 insertion(+), 4 deletions(-)
I rebased it to “Add support for every OS; remove support for macOS (it struck back, like starwars)”
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