6e5246e312
- `certs` and `editor_fonts` go to `thirdparty`
- `dist` and `scripts` go to a new `misc` folder
- `collada` and `doc` go to `tools/editor`
The next step will be to rename `tools/editor` to `editor` directly,
but this will be done at the right time to avoid breaking too many PRs.
(cherry picked from commit b87a232668
)
370 lines
19 KiB
Text
370 lines
19 KiB
Text
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CLANG_WARN_INT_CONVERSION = YES;
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CLANG_WARN_OBJC_ROOT_CLASS = YES_ERROR;
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CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
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"CODE_SIGN_IDENTITY[sdk=iphoneos*]" = "iPhone Developer";
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COPY_PHASE_STRIP = YES;
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ENABLE_NS_ASSERTIONS = NO;
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GCC_C_LANGUAGE_STANDARD = gnu99;
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GCC_WARN_64_TO_32_BIT_CONVERSION = YES;
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GCC_WARN_ABOUT_RETURN_TYPE = YES_ERROR;
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GCC_WARN_UNDECLARED_SELECTOR = YES;
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GCC_WARN_UNINITIALIZED_AUTOS = YES;
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GCC_WARN_UNUSED_FUNCTION = YES;
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GCC_WARN_UNUSED_VARIABLE = YES;
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IPHONEOS_DEPLOYMENT_TARGET = 7.0;
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SDKROOT = iphoneos;
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TARGETED_DEVICE_FAMILY = "1,2";
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};
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GCC_PRECOMPILE_PREFIX_HEADER = YES;
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GCC_PREFIX_HEADER = "godot_ios/godot_ios-Prefix.pch";
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INFOPLIST_FILE = "godot_ios/godot_ios-Info.plist";
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GCC_PREFIX_HEADER = "godot_ios/godot_ios-Prefix.pch";
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INFOPLIST_FILE = "godot_ios/godot_ios-Info.plist";
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IPHONEOS_DEPLOYMENT_TARGET = 6.0;
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PRODUCT_BUNDLE_IDENTIFIER = org.godotengine.game.ios;
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PRODUCT_NAME = "$(TARGET_NAME)";
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TARGETED_DEVICE_FAMILY = "1,2";
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D0BCFE6F18AEBDA3004A7AAE /* Debug */,
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D0BCFE7018AEBDA3004A7AAE /* Release */,
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defaultConfigurationIsVisible = 0;
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defaultConfigurationName = Release;
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D0BCFE7118AEBDA3004A7AAE /* Build configuration list for PBXNativeTarget "godot_ios" */ = {
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buildConfigurations = (
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D0BCFE7218AEBDA3004A7AAE /* Debug */,
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D0BCFE7318AEBDA3004A7AAE /* Release */,
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defaultConfigurationIsVisible = 0;
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defaultConfigurationName = Release;
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};
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/* End XCConfigurationList section */
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rootObject = D0BCFE2C18AEBDA2004A7AAE /* Project object */;
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}
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