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add qaseprite install step to packages.yml #4123
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Two small comments. Overall, I think we can wait a bit with merging this until we have tried adding it for other platforms as well.
The macOS build failure is a recent breakage in the workflow, which I'm trying to address in #4124 now. |
bundle qaseprite in macos build
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I have this problem all the time on mac (including with the Tiled builds I tested). I have to do this:
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Ah, of course, since these builds are from the pull request, they're not signed and notarized. Boy, what a strangely misleading error message... Indeed, after doing that the builds work and the plugin loads! |
I agree the error message is not helpful at all, very aggressive how it tells you to send it to the trash lol... I get the same when I try to test my games on a mac |
Actually the plugin should be called just qaseprite.dll, so this needs to be corrected in the qaseprite repository.
Alright, snap now compiles with the qaseprite plugin, but it doesn't work because it is likely affected by mapeditor/qaseprite#2. |
Hmm, while this PR adds qaseprite to the GitHub Actions workflow, for the Windows releases we actually need it to compile as part of |
And re-enable MSVC build.
Got accidentally deleted in 76b2d8e.
Just setting the generator isn't enough, because CMake is somehow preferring to use Clang to GCC.
It seems CMAKE_<LANG>_COMPILER only works as -D options.
We no longer directly upload releases to itch, since they need to get signed first.
Alright, AppVeyor works! Unfortunately the plugin is still not functional in the snap. We can see it sets the environment variable:
But later on when installing, it goes to the wrong location:
This is the same location as where it used to go before, so it appears the |
I found this
Maybe the same applies to the cmake plugin. Could be that we could use cmake-parameters instead , but not with the output of a command like |
Fix #4109
Build and bundle qaseprite plugin with Tiled