#!/bin/bash set -e dir="$( cd "$( dirname "${BASH_SOURCE[0]}" )" >/dev/null && pwd )" pushd $dir > /dev/null if [ ! -d ../godot ]; then echo "No Godot clone found. Run ./setup.sh first." exit 1 fi target="" dev="false" if [ -f "../godot/custom.py" ]; then dev="true" fi cpus=2 if [ "$OSTYPE" = "msys" ]; then cpus=$NUMBER_OF_PROCESSORS elif [[ "$OSTYPE" = "darwin"* ]]; then cpus=$(sysctl -n hw.logicalcpu) else cpus=$(grep -c ^processor /proc/cpuinfo) fi echo "CPUS: $cpus" pushd ../godot if [ `uname` == 'Darwin' ] && [ $dev = "false" ]; then scons $target arch=x86_64 compiledb=yes custom_modules="../spine_godot" opengl3=yes --jobs=$cpus scons $target arch=arm64 compiledb=yes custom_modules="../spine_godot" opengl3=yes --jobs=$cpus pushd bin cp -r ../misc/dist/macos_tools.app . mv macos_tools.app Godot.app mkdir -p Godot.app/Contents/MacOS lipo -create godot.macos.editor.arm64 godot.macos.editor.x86_64 -output Godot strip -S -x Godot cp Godot Godot.app/Contents/MacOS/Godot chmod +x Godot.app/Contents/MacOS/Godot popd else if [ "$OSTYPE" = "msys" ]; then target="vsproj=yes livepp=$LIVEPP" fi if [ "$dev" = "true" ]; then target="$target dev_build=true" fi scons $target compiledb=yes custom_modules="../spine_godot" opengl3=yes --jobs=$cpus cp compile_commands.json ../build if [ -f "bin/godot.linuxbsd.editor.x86_64" ]; then strip bin/godot.linuxbsd.editor.x86_64 chmod a+x bin/godot.linuxbsd.editor.x86_64 fi fi popd popd > /dev/null