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Renamed README.MacOSX to README.macOS and completely rewrote the file…
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… with more concise and up-to-date information.
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macsforme committed Sep 5, 2023
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2 changes: 1 addition & 1 deletion Makefile.am
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Expand Up @@ -39,7 +39,7 @@ EXTRA_DIST = \
README.IRIX \
README.Linux \
README.MINGW32 \
README.MacOSX \
README.macOS \
README.SOLARIS \
README.WINDOWS

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136 changes: 0 additions & 136 deletions README.MacOSX

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86 changes: 86 additions & 0 deletions README.macOS
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BZFlag README for macOS
=======================

BZFlag is supported on macOS 10.13 (High Sierra) and later, and official builds
are available for both Intel (x86_64) and Apple Silicon (arm64) processors.
BZFlag may be installed by downloading an official build from the BZFlag web
site (https://www.bzflag.org/downloads), expanding the archive (if necessary),
and moving the game to the Applications folder. Please note that the official
builds are not currently being signed or notarized by Apple, so on the first
launch you must bypass Gatekeeper using the contextual menu by right-clicking,
two-finger-clicking, or control-clicking on the application, selecting "Open,"
and confirming when prompted.

BZFlag is also available as a Homebrew cask using the following command (please
note the --no-quarantine flag to bypass Gatekeeper for the reason stated above):

brew install --cask --no-quarantine bzflag

The BZFlag macOS application package also contains the BZFlag server (bzfs),
the text-based client (bzadmin), server plugins, and various other tools. You
may access these additional components using a terminal application or by using
the contextual menu in the Finder (as described above) to explore the
application package contents.

By default, the BZFlag configuration directory on macOS is located at the
following path (note that the ~/Library directory is hidden by default, but you
can open it using the command-shift-g key combination):

~/Library/Application Support/BZFlag

When using a MacBook which has a camera notch in the display, you may also want
to enable the option "Scale to fit below built-in camera" in the "Get Info"
panel for the application to avoid a portion of the game window being obscured
while in fullscreen mode.

Building from Source
--------------------

To build BZFlag from source code on macOS, you will first need to acquire the
source code from the GitHub repository (https://github.com/BZFlag-Dev/bzflag)
and install Xcode. You will also need to acquire our three library dependencies,
SDL2, GLEW, and c-ares. The recommended method for acquiring these dependencies
is to use our provided dependencies package, which can be accessed from the
GitHub repository (https://github.com/BZFlag-Dev/bzflag-dependencies). Look for
a release package for the BZFlag version you are building, or you may download
the dependencies source package and build them using the following command:

./buildmacOS.sh

You should now have a directory named "dependencies" which you should copy to
the root of the main BZFlag source code directory so it is available while
building.

Alternatively, the required dependencies may be installed at the system level
using autotools or may be installed via Homebrew. Keep in mind that either of
these these latter two options may cause a deployment target mismatch.

The Xcode project file is located within the Xcode/ directory. Upon opening the
project, please ensure that your desired scheme (usually "BZFlag") is activated
at the top of the screen (you may also select "bzfs," "bzadmin," etc.). Please
note that a debug build is configured by default. A release build may be
configured by clicking the "BZFlag" scheme button at the top of the screen,
selecting "Edit Scheme..." at the bottom of the pop-up menu, selecting the "Run"
phase in the left sidebar, selecting the "Info" tab, and setting the desired
build configuration. To compile BZFlag for a different architecture, in the
project build settings set "Build Active Architecture Only" to "No" and manually
set "Architectures" to the target architecture name ("x86_64" or "arm64").

You may also build BZFlag from source code using the standard autotools build
process, but please keep in mind that this method on macOS receives less
maintenance effort than building with Xcode. To build via autotools, use the
following commands:

./autogen.sh
./configure
make

Issues
------

Due to diminishing support for OpenGL-based graphics on macOS, please note that
occasional graphical issues have been known to arise. Updating to the latest
macOS version has been known to improve graphics driver support in some cases.
Our goal is to fix or mitigate any reported issues (graphical or otherwise) to
the best of our ability. Please submit any bug reports or comments to the issue
tracker on our GitHub page (https://github.com/BZFlag-Dev/bzflag/issues).
8 changes: 4 additions & 4 deletions Xcode/BZFlag.xcodeproj/project.pbxproj
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