Not so much.
Those prebuilt libraries were part of the Livecode github, and are required for the builds to succeed. They are needed in the build process to actually create the engine.
Someone very (very) kindly supplied me a google drive link, which meant I could put all the prebuilt libraries in the right places - and that's how we now have a recompiled LCC 9.7 engine for linux (without the registration requirement), built from source.
I'd like to do the same for MacOS, so I need these files (and probably more that I've not encountered yet). - I need a magical google drive link - please if anyone is reading this and wants to PM me a secret link.
This is now behind a username and password wall;
https://downloads.livecode.com/prebuilts
... so nobody will be able to make an updated engine if they do not have these files.
I'm also optimistic that this can be used to generate a native Mac Arm version - Arm support arrived in 9.6.8 (see the release notes here
https://tekkieuni.livecode.com/LiveCodeNotes-9_6_8.pdf)
Although 'experimental', page 3 lists the option of running the IDE natively on Arm.
As this sourcecode on github (that I safely have a copy of now, so if it's pulled from existence, It's no problem) - it's actually the last version posted "9.7 dp1" to the community. I'm hoping this has the necessary switches to compile an arm version properly. I'm hopeful.
I also want to see if building the new engine fixes the menus 'properly'.
There's also other reasons I want to produce a recompile.
On page 9 of the 9.6.8 release notes, there's a fix to the systemversion bug properly - so my updated 9.7 DP1 engine code should contain this fix (I hope).
Page 10 of that release notes, goes into more details about all the things that have been fixed:
https://tekkieuni.livecode.com/LiveCodeNotes-9_6_8.pdf
I'm also hoping that this 9.7 DP1 source contains fixes for these:
Fixes a bug in the windows media player control
https://github.com/livecode/livecode/pull/7358
Are HTML5 standalones a valid option now?
https://github.com/livecode/livecode/pull/7330
So, I have very good reasons for wanting the gather all these bits together - with all the files I need collated into one location, the engine can be developed further. Without these prebuilt files, it's kind of dead in the water.
(Also worth noting, the version you download from the Livecode git repo isn't 100% correct - it won't compile the engine with GCC under modern linux.) I've fixed the bash and C++ compiler and linker scripts so you can now build this on modern Linux (ubuntu 22+). I have also been able to pull in all the updated libraries and bug-fixes that this also includes.
Under MacOS, the xCode build project that the GYP tool generates, would not succeed as the version on the git repo is tied to earlier versions of xCode (6.2). This stops a modern JDK from being used. I have also fixed this and can now use xCode 11 upwards, the JDK from January 2024 and python 3 libs, (but I need the prebuilt binaries to fully test compilation success).
By building new engines (without the registration requirement), it should also bring the following bug fixes along to the party:
https://downloads.livecode.com/livecode ... -9_6_5.pdf
The Android engine is now built using version 30 of the Android API, a requirement for new apps submitted to the Google Play store.
mobilePickContact will now request permission to read contact data
Improve speed of appending to large strings and encoding large arrays on Windows
Fix long engine exit time when many loaded fonts and objects/paragraphs are still in memory
https://downloads.livecode.com/livecode ... -9_6_6.pdf
It is now possible for Android apps to be built with adaptive icons
It is now possible for Android apps to specify which other apps are accessible via URL schemes
A new function iphoneSafeAreaInsets has been added which returns the safe area insets of the current device
Saving a standalone for iOS 15 or later now works correctly
Opening HyperCard stacks will no longer cause a crash
Support for the system date and the system time has been added on Android
A stack's rect will no longer become out of sync with its actual position after being moved in the IDE on macOS (BRILLIANT!)
Conversions between global and local co-ordinates are now correct on multi-screen macOS systems. (BRILLIANT - REALLY NEEDED IN OXT)
The performance of the script editor while typing has been improved (Excellent - I reported that Windows felt sluggish doing this)
Scripts which run without locking the screen are no longer slower on macOS Big Sur and later
Default buttons and progress bars will no longer cause unnecessary CPU usage on macOS 10.10 (Yosemite) or later
The byteOffset function will no longer cause incorrect results in some cases nor cause a crash.
Scripts containing accented characters will no longer incorrectly report being externally modified.
Using the print link command when printing to PDF on Windows no longer causes a crash.
A significant memory leak in the browser widget on macOS has been resolved (YESSS!!)
Audio-only players no longer consume excessive CPU when in Edit Mode on macOS Big Sur.
WebGL content now displays in the browser widget when running on macOS 12.x (Monterey)
Building iOS apps using Xcode 13.2 with the iOS 15.2 SDK is now supported
There is no longer a delay when opening the IDE menus on macOS (
THIS, might just be what I'm looking for! - seems to suggest an nsMenu rewrite for the engine under MacOS. I won't know until I test this under Sonoma to be sure)
https://downloads.livecode.com/livecode ... -9_6_7.pdf
LiveCode (and for our purposes, OXT) will no longer potentially crash if there is an unsupported system date or time format in use on macOS.
The time taken to clone a stack when the message box is open has been reduced.
Gradients now print correctly when targetting the system printer on macOS.
IDE responsiveness will no longer reduce after the message box has been opened and then closed (memory leak bug I think)
Building a standalone for 64-bit Windows no longer includes and loads unnecessary dialog stacks (great!)
The engine will no longer crash when attempting to access the camera or microphone on recent version of macOS.
Windows will no longer redraw incorrectly when another window is running a visual effect.
The entries of directory syntax in LCB will no longer crash when used on Windows. (these next 3 might interest you Paul)
Other processes can now read from a file currently being targetted by the LCB contents of file operation on Windows
Using the LCB property chunk to access a custom property will no longer cause a crash
https://tekkieuni.livecode.com/LiveCodeNotes-9_6_8.pdf
On macOS, the systemVersion will now return the correct value on all operating system versions (mentioned above, but it's cool!)
AppleScript can now be used to control other applications from both the IDE and standalones on macOS.
The minWidth, maxWidth, minHeight and maxHeight properties now work correctly on stacks which have their scaleFactor set.
The return value of do as applescript is now formatted correctly when running through Rosetta on Apple architecture macs.
Using the image variant of export when the source is not an image object will no longer cause a crash (excellent!)
Updating the screen in a tight loop on macOS will no longer cause memory usage to slowly increase.
edit: This next bit is for Paul, for his Fork of the Livecode source:
The file:
https://github.com/livecode/livecode/bl ... codescript
Line 986, where the 'else' statement begins:
Code: Select all
else
put empty into url ("file:" & tFirstRunPath)
return false
-- make the firstrun file anyway (tperry)
open file tFirstRunPath
close file tFirstRunPath
end if
end firstRun
This will always create the first run file, and returns 'false' even if it's not there - false as in 'does the registration window need to be shown? = false'
Why make the file if it doesn't need it? Because having this firstrun file there will prevent the registration dialog from showing if you open LCC 9.6.x which would normally look for it, so it'll help those builds too (if you have multiple builds on your system at once).
I tried to submit this to your github fork at:
https://github.com/OpenXTalk-org/OpenXT ... escript#L4
But the changes won't 'stick'. So please copy and paste that code in as appropriate.