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macOS 13.0 SDK does not support 10.12 as a deployment target #124

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coffeebeats opened this issue Apr 24, 2023 · 4 comments · Fixed by godotengine/godot#76394
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macOS 13.0 SDK does not support 10.12 as a deployment target #124

coffeebeats opened this issue Apr 24, 2023 · 4 comments · Fixed by godotengine/godot#76394

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@coffeebeats
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It seems that the latest macOS build containers use the macOS 13.0 SDK. However, according to Xcode support, the 13.0 SDK does not support setting the deployment target to 10.12 (10.13 is the minimum).

The latest Godot version hard-codes the macOS deployment target to 10.12, which seems to be unsupported.

Can the macOS build container be "downgraded" to use an older SDK, 12.3, which is the latest version that supports 10.12 deployment targets? Alternatively, can Godot drop support for 10.12?

I'm not sure whether this is actually a problem in practice, as I don't have any real experience building macOS/iOS applications. I'm happy to open a PR to help, but I'm wondering what the preferred solution, if any, would be.

@akien-mga
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CC @bruvzg

@bruvzg
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bruvzg commented Apr 24, 2023

I guess we can bump target version to 10.13 (or event to 10.15). For Vulkan min. required version is 10.15 anyway. OpenGL might work on older versions, but it's not tested. And official support for 10.12 ended in September 2019 (10.15 is the oldest version still receiving security updates).

@akien-mga
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I suggest we go with the min version supported by our current SDK, so we gradually phase out EOL platforms as Xcode phases them out too.

So we can go with 10.13 for now, and whenever we need to upgrade Xcode to get the SDK for a newer macOS release, we'll adjust accordingly.

Where can we find info on the oldest supported SDK for a given Xcode release?

@bruvzg
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bruvzg commented Apr 24, 2023

10.15 is an opportunity to remove a bunch of deprecated code, but I guess 10.13 is fine as well.

godotengine/godot#76394
godotengine/godot#76395

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