Fixes#1276
Also let's consistently use the term "assets" for all the application data (and not the gaming-specific term "game files") and use the term "data" for package data only
7-zip archives will only be created if 7-zip is available during the build phase. When 7-zip is unavailable, ZIP archives will be created as a fallback.
Benchmarks:
- Default ZIP compression: ~23.5 seconds, 162 MB
- 7-zip compression: ~7.5 seconds, 108 MB
- 7-zip compression, --lzma set: ~44 seconds, 88 MB
- 7-zip compression, solid archive: ~5 minutes, 83 MB (not implemented)
Closes#1261
We don't need the extra precision, in fact it is detrimental to restoring build caches in a cross-platform way.
This commit will invalidate all current build caches.
Cherry-picked from 2a904f3985 (see #1260)
We don't need the extra precision, in fact it is detrimental to restoring build caches in a cross-platform way.
This commit will invalidate all current build caches.
We can target 10.9 (the minimum supported) even with the 11.1 SDK, so we should just check for whichever SDK is available, and always target 10.9 (or 11.0 when building for arm64 only, since arm64 requires 11.0 to begin with).
This also means that --universal will always add both x86_64 and arm64 to the build.
Besides use of --universal with --osxtarget 11, it's now also possible to create a fat build with ARM64 by using --osxtarget 10.9 --arch x86_64 --arch arm64 (it will use the 11.x SDK but target 10.9)
FMOD Ex is also being disabled when building against the 10.14 SDK or higher, because the necessary libstdc++.6.0.9.dylib is no longer being shipped. FMOD Ex, libRocket and Cg are all disabled on ARM64 (FMOD Ex and Cg don't have the binaries available, libRocket could theoretically be built but there's no point as there won't be an ARM64 build of Python 2.7, and besides, we've deprecated it anyway).
Fixes#1062