[MacPorts] #63033: Notes on Godot 3.3.2 and legacy OS's.

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Sat Nov 20 20:01:33 UTC 2021


#63033: Notes on Godot 3.3.2 and legacy OS's.
------------------------------------+------------------------
  Reporter:  Wowfunhappy            |      Owner:  jasonliu--
      Type:  enhancement            |     Status:  assigned
  Priority:  Low                    |  Milestone:
 Component:  ports                  |    Version:  2.7.1
Resolution:                         |   Keywords:
      Port:  godot macports-libcxx  |
------------------------------------+------------------------

Comment (by jasonliu--):

 I've got some good news.

 After implementing most of the tweaks listed by @Wowfunhappy in the OP,
 I've been able to get Godot to launch without crashing on macOS 10.11.
 Hopefully this also means that it will now also work on 10.10 and 10.9 as
 well. I'll address each point, just to make sure I've covered everything.

 [#a1. 1.] This was already implemented when I rewrote the Portfile to add
 the subport.

 [#a2. 2.] This was resolved in [https://github.com/macports/macports-
 ports/pull/12893 PR #12893].

 [#a3. 3.] This will be implemented as part of my upcoming PR.

 [#a4. 4.] This will be implemented as part of my upcoming PR.

 [#AddendumA. AddendumA.] Clang 11 was already added when I rewrote the
 Portfile to add the subport. However, I'm not 100% convinced that using
 Clang 11 is necessary in order to use {{{macports-libcxx}}}. When I
 successfully got Godot to work on my local machine, I performed the build
 (with {{{macports-libcxx}}} included) using Clang 9.

 [#AddendumB. AddendumB.] Discussed in [#comment:12 comment:12] and
 [#comment:13 comment:13].

 Now, I just need to wait for [https://github.com/macports/macports-
 ports/pull/12976 PR #12976] to get merged, and then I can submit the PR
 that will hopefully close out this ticket.

-- 
Ticket URL: <https://trac.macports.org/ticket/63033#comment:18>
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