Build.schema_hash(): FNV-1a 64 of the program's own schema (the bytes ludic schema prints), worked out only when a program names it, 0 under ludicc --release, which ludic bundle now passes (Mac and Windows); reseeded
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
b5bffe99fa
commit
dacc0f7280
14 changed files with 75837 additions and 75090 deletions
|
|
@ -355,7 +355,7 @@ function cmd_bundle_windows() -> int {
|
|||
# 1. the executable - staged under a name with no spaces, as on macOS
|
||||
let res = windows_icon_res(manifest_app(m, "icon"))
|
||||
let staged = tmp_path("bundle_exe")
|
||||
var flags = "--windowed --gui"
|
||||
var flags = "--windowed --gui --release"
|
||||
if res != "" { flags = flags + ` --link "{res}"` }
|
||||
Os.set_env("LUDIC_OPT", "2") # a shipped game is -O2, whatever a developer's shell says
|
||||
if not shq(`{ludicc()} {flags}{title_flag()} {entry} --natives-out {staged}.natives -o {staged}`) { return 1 }
|
||||
|
|
@ -441,6 +441,7 @@ function cmd_bundle() -> int {
|
|||
# out of the path it is given.
|
||||
let exe = `{contents}/MacOS/{name}`
|
||||
let staged = `{tmp_dir()}/bundle_exe`
|
||||
g_release_build = true
|
||||
if not compile_app(entry, staged, 1, false) { return 1 }
|
||||
if not shq(`cp {staged} "{exe}"`) {
|
||||
err("ludic bundle: could not place the executable\n")
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue