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Disable Metal and Vulkan renderers in simulator builds. Remove simulator support from editor/exporter. #102179
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…tor support from editor/exporter.
// TODO(sgc): set to iOS 14.0 for Metal | ||
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/min_ios_version"), "12.0")); | ||
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/min_ios_version"), "14.0")); |
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Do we want to give the option to still compile iOS templates without Metal and thus target down to 12.0? Or do we consider that 14.0 is a fine min version either way?
Technically I guess it's still possible as 14.0 is just a default here so users could change it manually to 12.0 in that (advanced) use case?
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It's only default value, you can switch it to 12.0, and it will work with the same template (or custom template) if renderer is set to OpenGL in project settings. But since default is Metal, there's no reason to keep it at 12.0, it's just an annoyance since you have to switch it to 14.0 for each new project.
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Library itself is still built with 12.0 as min. version. We do not need to bump it as long as Xcode/SDK have support for it.
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Looks good to me.
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LGTM. As noted by others, the simulator is not generally useful for testing games, as it has a lot of limitations.
Thanks! |
Not my finest work, but without that code removed in godotengine#102179, mingw-gcc 14.2.1 on Fedora 41 (but also confirmed with versions on macOS and WSL) crashes when linking with LTO. We need to dig deeper to understand the bug, report it upstream and work it around in a cleaner way. But for now this unblocks building Windows binaries with LTO, and should be harmless.
Not my finest work, but without that code removed in godotengine#102179, mingw-gcc 14.2.1 on Fedora 41 (but also confirmed with versions on macOS and WSL) crashes when linking with LTO. We need to dig deeper to understand the bug, report it upstream and work it around in a cleaner way. But for now this unblocks building Windows binaries with LTO, and should be harmless.
Not my finest work, but without that code removed in godotengine#102179, mingw-gcc 14.2.1 on Fedora 41 (but also confirmed with versions on macOS and WSL) crashes when linking with LTO. We need to dig deeper to understand the bug, report it upstream and work it around in a cleaner way. But for now this unblocks building Windows binaries with LTO, and should be harmless.
Not my finest work, but without that code removed in godotengine#102179, mingw-gcc 14.2.1 on Fedora 41 (but also confirmed with versions on macOS and WSL) crashes when linking with LTO. We need to dig deeper to understand the bug, report it upstream and work it around in a cleaner way. But for now this unblocks building Windows binaries with LTO, and should be harmless.
Not my finest work, but without that code removed in godotengine#102179, mingw-gcc 14.2.1 on Fedora 41 (but also confirmed with versions on macOS and WSL) crashes when linking with LTO. We need to dig deeper to understand the bug, report it upstream and work it around in a cleaner way. But for now this unblocks building Windows binaries with LTO, and should be harmless.
Not my finest work, but without that code removed in godotengine#102179, mingw-gcc 14.2.1 on Fedora 41 (but also confirmed with versions on macOS and WSL) crashes when linking with LTO. We need to dig deeper to understand the bug, report it upstream and work it around in a cleaner way. But for now this unblocks building Windows binaries with LTO, and should be harmless.
Cleaner alternative to #102178
TODO: