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Properly sign and notarize macOS build #49
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As I am completing godotengine/godot#81746, there's been less focus on FBX2GLTF. We discovered ufbx gave better results than FBX2GLTF. I was not able to compile FBX2GLTF outside of Github actions, so no new features were added since that broke. Suggestions welcome. |
I think it's still possible to notarize the macOS artifact in the workflow file without revealing Apple Developer credentials using GitHub Action Secrets. I'm reading up on this article right now: https://developer.apple.com/documentation/security/notarizing_macos_software_before_distribution/customizing_the_notarization_workflow |
Please let me know how I can assist. I'm juggling too many projects at the moment and won't be able to help much.
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I'll probably make a draft pull request for this pretty soon, but someone else would still need to have an Apple Developer account since I'm unfortunately currently ineligible for one. |
to be honest, I just lost like 3 days trying to build from the original source, updating conan scripts from 1.x to 2.x. if a working macos build via brew exists, this would be great relief. so fingers crossed u can get it done @valentinegb |
Sorry •.•' |
Godot version
4.2.stable
System information
macOS 14.2, M1
Issue description
This software is ineligible for submission to Homebrew (a popular package manager for macOS) as a cask because it is not properly signed and notarized.
Steps to reproduce
See Homebrew/homebrew-cask#162337.
Minimal reproduction project
N/A
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