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Rename "osx" platform to "macos" #1161
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Here’s an even wilder suggestion: if Apple want to push towards having apps that work on all devices, you actually could have one single Apple OS build for iOS, iPadOS, macOS, and tvOS. I am slightly trolling here, but there are a lot of games that are on all four platforms already! |
@ThomasEdwards That's not technically possible (at least currently). Each OS exposes its own APIs. |
Updates the logos of for macOS, Android, and iOS; Also changes "Mac OSX" to "macOS" Addresses godotengine/godot-proposals#1161
godotengine/godot#40961 doesn't completely fix this proposal. The folder name is still "osx": https://github.com/godotengine/godot/tree/master/platform/osx |
Some comments about this from IRC:
I would now tend to side with @bruvzg, if even Apple (who usually don't mind breaking compat) have kept the It's not just about renaming the |
I am far less concerned about IMO, let's rename |
I didn't initially rename the folders/classes because of reasons stated above - it could cause issues when moving to 4.0 from 3.2, mess with how fixes are backported, and was generally a large amount of effort for something that's not user visible. Does that seem to be the consensus on this? |
There are already a ton of breaking changes in 4.0, and the purpose of a major version bump is to allow breaking compatibility. |
Sure, but in addition to compatibility on the user end, it would also add overhead to the development process. I wasn't sure if that overhead would be welcome. |
Updates the logos of for macOS, Android, and iOS. Addresses godotengine/godot-proposals#1161 (cherry picked from commit 41d8c0c)
Updates the logos of for macOS, Android, and iOS; Also changes "Mac OSX" to "macOS" Addresses godotengine/godot-proposals#1161
Updates the logos of for macOS, Android, and iOS. Addresses godotengine/godot-proposals#1161 (cherry picked from commit 41d8c0c)
Some discussion from IRC:
Anyway, I'll close this for now. This can still be reconsidered later, but for now the answer is no. |
To clarify, all public facing strings have been renamed to match the public branding already. What's left is backend code and at this level what things are named doesn't matter much. |
Removing "archived" because this was implemented in godotengine/godot#63225 |
Describe the project you are working on: This applies to anything related to Godot on Mac.
Describe the problem or limitation you are having in your project:
The problem is that the name "osx" is no longer correct. The name "Mac OS X" has been deprecated since 2016 when Apple rebranded their Mac operating system to "macOS". However, in addition to this, the name "osx" is now just flat out wrong, since the "x" stands for "10", but macOS Big Sur is going to be version 11.0.
Describe the feature / enhancement and how it helps to overcome the problem or limitation:
Renaming "osx" to "macos" would solve this problem.
Describe how your proposal will work, with code, pseudocode, mockups, and/or diagrams: Find/replace and file renaming.
If this enhancement will not be used often, can it be worked around with a few lines of script?: No.
Is there a reason why this should be core and not an add-on in the asset library?: Yes, Mac support is core.
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