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Modifying documentation to use correct editor executable file names
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aogden authored Sep 27, 2023
1 parent adbab14 commit e0ac48e
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4 changes: 2 additions & 2 deletions contributing/development/compiling/compiling_for_macos.rst
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Expand Up @@ -57,7 +57,7 @@ To compile for Apple Silicon (ARM64) powered Macs, use::

To support both architectures in a single "Universal 2" binary, run the above two commands and then use ``lipo`` to bundle them together::

lipo -create bin/godot.macos.tools.x86_64 bin/godot.macos.tools.arm64 -output bin/godot.macos.tools.universal
lipo -create bin/godot.macos.editor.x86_64 bin/godot.macos.editor.arm64 -output bin/godot.macos.editor.universal

If all goes well, the resulting binary executable will be placed in the
``bin/`` subdirectory. This executable file contains the whole engine and
Expand All @@ -75,7 +75,7 @@ editor binary built with ``target=release_debug``::

cp -r misc/dist/macos_tools.app ./Godot.app
mkdir -p Godot.app/Contents/MacOS
cp bin/godot.macos.tools.universal Godot.app/Contents/MacOS/Godot
cp bin/godot.macos.editor.universal Godot.app/Contents/MacOS/Godot
chmod +x Godot.app/Contents/MacOS/Godot
codesign --force --timestamp --options=runtime --entitlements misc/dist/macos/editor.entitlements -s - Godot.app

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