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Drop of OSX/iOS support #61
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They actually did it, sort of. https://developer.apple.com/documentation/security/notarizing_your_app_before_distribution Thanks to @FreeSlave for pointing out. |
@a1batross could this project work as a drop-in solution to get iOS support working? It seems simple, just let Google/ANGLE devs deal with Apple while you work on what matters. |
Thanks for pointing at this! I thought about translating gles2 to vulkan
with angle, then translating it to metal with moltenvk which is apparently
free and open source now...
But the problem with iOS/OSX support is not because Apple wants to break
software. Everyone breaks software actually, Googleshit does it(every
Android update breaks more and more apps because of MUH SECURITY),
Microsoft tried to do this but failed(UWP).
The problem is the lack of devices. I'm not planning to have dedicated Mac
or iPhone/iPad just to fullfil the wishes of 3.5 users of Xash3D FWGS on
Apple OSes. I doubt @mittorn (active engine developer) or @NekoNomikon (BSD
port maintainer) wants it too.
I'm looking at @Ichicoro, he seems to be interested in Apple OS ports but
remember developing this engine is completely enthusiastic work.
вт, 28 апр. 2020 г., 0:00 zaptrem <notifications@github.com>:
… @a1batross <https://github.com/a1batross> could this
<https://github.com/kakashidinho/metalangle> project work as a drop-in
solution to get iOS support working? It seems simple, just let Google/ANGLE
devs deal with Apple while you work on what matters.
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I do all of my iOS development in a VMware VM of MacOS on a Windows host. Though it's a little slow, I think the same thing might work for running the necessary test cases before release. Here's a tutorial as well as a download for a premade MacOS VM if you're interested: https://techsviewer.com/how-to-install-macos-10-15-catalina-on-vmware-on-windows-pc/ |
@zaptrem if you're so smart, do it yourself. |
@zaptrem |
@a1batross I’m just trying to be helpful, you don’t need to attack me. I know nothing about graphics programming so I’m afraid I wouldn’t be much help. @mittorn fair. Maybe in the future. |
You don't have to. Porting engine is simple, as briefly described in
engine_porting_guide.md.
I'm not attacking you. Just don't think we(in FWGS) aren't disscussed this.
Actually before the OSX/iOS drop, I did maintained OSX port and mittorn
maintained iOS port. We've worked on this without having a devices, just
with virtual machines.
It worked out... but not for long, because things started to break which
lead us to this announcement.
Even if maintaining is not that hard, virtual machines are just a
playground and too far from real hardware. It doesn't worth our time. At
least my time, because after I upgraded to Ryzen CPU, my OSX VM started to
fail to boot.
**I just don't want to waste time on fighting mills anymore**.
вт, 28 апр. 2020 г., 20:42 zaptrem <notifications@github.com>:
… I’m just trying to be helpful, you don’t need to attack me. I know nothing
about graphics programming so I’m afraid I wouldn’t be much help.
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@zaptrem Just open |
Am I missing something? That's an entirely optional extra step and still results in native code. |
I won't ask them like "please apple sign my software please". Still I don't want my software to be called insecure just because Apple didn't signed it. That probably would not be a problem if I used Apple devices but I have none and Hackintosh in VM isn't really usable(also it doesn't work on Ryzen for some reason). If you want, you're free to maintain port. But personally I don't want to, Apple is disgusting. |
Which isn't the case. The only difference is that notarized apps have a note reading "Apple checked it for malicious software and none was detected." |
Then what's the reason for App Store to exist? If user deliberately downloaded an executable file bypassing App Store, they know what they do. Well, now they using App Store to censor everyone they don't like. It's only a matter of time when notarization will be used to just reject everyone who is against of Apple's walled garden. |
Do you have a timeline for this? |
@rspeed looks like it didn't happen after all. But can't say we ever broke OSX here intentionally either. It's just nobody wants to step in and support it, it's a dead platform with no users. |
By the way, code signing kinda became mandatory on Windows as well because otherwise its built-in AV software always thinks your software is some kind of malware. And I absolutely despise Microsoft for that. Not that I loved these big tech corporations anyway. |
So you'll be dropping Windows support? |
mingw seems to be already dropped :( |
As @mittorn said, MinGW is gone, and only latest MSVC versions are supported now. That's whole Windows support it got. I almost don't use Windows, but there is @SNMetamorph who is willing to maintain a port. So if you're so frustrated by missing Mac support, you can take responsibility and step up as a Mac port maintainer, and I won't even stop you despite having bad attitude towards Apple. I think that case is closed. |
That's... very much not true? I have a fairly standard Windows 11 setup and I haven't encountered any issue with unsigned software |
And then there are multiple issues with people that do have this problem :/ |
We won't support OSX/iOS anymore because of destructive decisions Apple make.
Yesterday they removed 32-bit and ok, it's was kinda understandable.
Today they will remove OpenGL for no reason.
Tomorrow they will remove possibility of running native code.
Originally, OSX/iOS support was added because it was easy to maintain, but when it rеquires more action from us, I don't think we can support it without a dedicated maintainer for this platforms.
Platform code will not be removed, so someone can take it and continue support but I will remove OSX/iOS ports from autobuilds, will not provide them in releases, close all rеlated issues as WONTFIX and finally remove it from list of supported ports.
So, Apple, f*ck you.
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