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45m logged

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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