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Fixed workflows and missing header in twistSplineNode #24
Conversation
Testing changes to main.yml to get win/macos workflows kicking off
Changed devkit extraction method on macos, from 7z to mounting volume
Added macos architecture in zip file name
Awesome! Thanks for this. Especially for the mac stuff. I have zero clue when it comes to that. I'm going to merge, but I'll hold off on bumping the version because I think there's a bit more work to do for the module setup... and I also have no idea how to differentiate between x86 and arm using a .mod file 🤷 |
Completely forgot about the mod file, tried to look up some info but can't really find if there's a way to specify the architecture there, although it doesn't seem so. Will do some more experiment with the actions as I'm hoping it can be compiled with compatibility to both in the same bundle file! |
Types of Changes
Proposed Changes
include
that was preventing from compiling the plug-inwindows-latest
andmacos-latest
resolved the hanging, while onmacos
the7z
command to extract the devkit wasn't working anymore, so the dmg is now getting mounted and the build points to the contents of that volume directlyEDIT:
Forgot to mention, also split the macos build into
x86_64
andarm_64
to compile against new Apple chips in Maya 2024.