xcodes update
by Anthony Green · in Torque 2D Beginner · 03/11/2014 (11:35 am) · 4 replies
I was working on a game for a game jam that needed a C++ class. Anyway, everything was working and compiling fine last night and earlier today. I've been debugging possible things but I think maybe the XCode update messed something? Everything compiles fine in Windows.
Can anyone confirm this? I have no idea why an update would break the code. I even downloaded a fresh version of Torque to make sure it wasn't me, or at the very least the code I added.
Basically, there's a bunch of places where bools are returned when that isn't the specified return type. I tested this in g++ which only generates a warning for this type of thing. Does anyone have any idea how to make XCodes just compile through it?
Thanks
Tony
Can anyone confirm this? I have no idea why an update would break the code. I even downloaded a fresh version of Torque to make sure it wasn't me, or at the very least the code I added.
Basically, there's a bunch of places where bools are returned when that isn't the specified return type. I tested this in g++ which only generates a warning for this type of thing. Does anyone have any idea how to make XCodes just compile through it?
Thanks
Tony
About the author
#2
03/18/2014 (6:14 am)
I also had an issue with the latest XCode 5.1. My issue was that the latest version added the arm64 as a Valid Architectures in the Build Settings. Having this causes a huge amount of errors since pointers now get passed around as 64-bit values which was a mismatch against the U32 casts. Removing the arm64 from the architectures list fixed this issue.
#3
I've been running a native 64-bit T2D app for several weeks now on OSX. No complaints so far.
@Tony - sorry I missed your post last week. Looks like you saw the changes I've made for the development branch to fix any issues with Xcode 5.1 though.
03/18/2014 (10:34 am)
Are you using the master or development branch code Gary? In the dev branch, we've included 64-bit support. It would be interesting to hear if you can build a 64-bit or universal binary for iOS without too much trouble.I've been running a native 64-bit T2D app for several weeks now on OSX. No complaints so far.
@Tony - sorry I missed your post last week. Looks like you saw the changes I've made for the development branch to fix any issues with Xcode 5.1 though.
#4
03/23/2014 (8:10 am)
@Mike - no this was the current mainline build. I'll be switching over to the dev branch here shortly. Just didn't want to port over my changes at that moment (especially as I need to figure out what I really need since I was doing a lot of experimentation).
Anthony Green