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d111a460b3
This is done in a hacky way, mostly to keep it simple and avoid having to do a refactoring of the `EditorExportPlatform` interface. Only Windows and Linux use `EditorExportPlatformPC`, and thus to handle the new architectures for Linux, we simply do a few checks here and there with a couple new methods to register the export template names for Linux arm64 and arm32. For Godot 4.0, we did refactor everything to allow exporting binaries for different architectures cleanly. For 3.6, which is likely the last feature release for the 3.x branch, I tend to cut corners as these improvements will be shorter lived and thus new tech debt isn't as big a concern. |
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export.cpp | ||
export.h |