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macos requires release and debug template paths for custom release exports #62873
Comments
Closing as I'm no longer tracking this. I'll continue setting the debug path with the release template path. |
Well it's still inconsistent with other platforms so it should be fixed. |
I'd like to work on this issue. 🙂 |
Sure, go ahead. The problem should be around here: godot/platform/macos/export/export_plugin.cpp Line 1747 in 0056acf
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I'm still very new to the codebase and I'll have to explore export templates further, but: godot/platform/macos/export/export_plugin.cpp Lines 1768 to 1772 in 0056acf
This behavior seems unique from other platform exports. I'm going to test adapting the code pattern from the ios export. |
Godot version
4.0.alpha11 (afdae67)
System information
Manjaro Linux 21.3.2, Vulkan API 1.2.0, NVIDIA GeForce GTX 1070 (515.57)
Issue description
In my Github Actions workflow, I need to set both "custom_template/release" and "custom_template/debug" to export a custom release build. If I only set the "custom_template/release" path, Godot errors out because it looks for the export template in the default location.
I expect to only have to set custom template release path if I'm only exporting a release build which is the case for windows and linux exports.
Steps to reproduce
remove setting the debug path below to reproduce error
sed -i -e 's|custom_template/release=.*|custom_template/release="godot-export-templates/macos-latest/osx.zip"|g' -e 's|custom_template/debug=.*|custom_template/debug="godot-export-templates/macos-latest/osx.zip"|g' export_presets.cfg
./godot-binary --headless --export macos
Minimal reproduction project
No response
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