AeThex-Engine-Core/engine/platform/macos/SCsub
MrPiglr 9dddce666d
🚀 AeThex Engine v1.0 - Complete Fork
- Forked from Godot Engine 4.7-dev (MIT License)
- Rebranded to AeThex Engine with cyan/purple theme
- Added AI-powered development assistant module
- Integrated Claude API for code completion & error fixing
- Custom hexagon logo and branding
- Multi-platform CI/CD (Windows, Linux, macOS)
- Built Linux editor binary (151MB)
- Complete source code with all customizations

Tech Stack:
- C++ game engine core
- AI Module: Claude 3.5 Sonnet integration
- Build: SCons, 14K+ source files
- License: MIT (Godot) + Custom (AeThex features)

Ready for Windows build via GitHub Actions!
2026-02-23 05:01:56 +00:00

59 lines
1.7 KiB
Python

#!/usr/bin/env python
from misc.utility.scons_hints import *
import platform_macos_builders
Import("env")
files = [
"os_macos.mm",
"godot_application.mm",
"godot_application_delegate.mm",
"crash_handler_macos.mm",
"display_server_macos_base.mm",
"display_server_macos.mm",
"godot_button_view.mm",
"godot_content_view.mm",
"godot_core_cursor.mm",
"godot_status_item.mm",
"godot_window_delegate.mm",
"godot_window.mm",
"key_mapping_macos.mm",
"godot_menu_delegate.mm",
"godot_menu_item.mm",
"godot_open_save_delegate.mm",
"native_menu_macos.mm",
"dir_access_macos.mm",
"tts_macos.mm",
"rendering_context_driver_vulkan_macos.mm",
"gl_manager_macos_angle.mm",
"gl_manager_macos_legacy.mm",
"godot_progress_view.mm",
]
if env.editor_build:
files += [
"display_server_embedded.mm",
"embedded_debugger.mm",
"embedded_gl_manager.mm",
"editor/embedded_game_view_plugin.mm",
"editor/embedded_process_macos.mm",
]
if env["library_type"] == "executable":
files += ["godot_main_macos.mm"]
else:
files += ["libgodot_macos.mm"]
if env["library_type"] == "static_library":
prog = env.add_library("#bin/godot", files)
elif env["library_type"] == "shared_library":
prog = env.add_shared_library("#bin/godot", files)
else:
prog = env.add_program("#bin/godot", files)
if env["debug_symbols"] and env["separate_debug_symbols"]:
env.AddPostAction(prog, env.Run(platform_macos_builders.make_debug_macos))
if env["generate_bundle"]:
env.AlwaysBuild(env.CommandNoCache("generate_bundle", prog, env.Run(platform_macos_builders.generate_bundle)))