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For the editor ("tools" binaries), I just added some instructions in the Compiling for OSX page[docs.godotengine.org].
For the export templates, you should basically do the same but with the "tools/osx_template.app" folder.
Here's how we generate the official templates:
See also this script[docs.godotengine.org] but it needs some update.
In godot version 2.1.4 [Stable] did the "godot/tools/osx_template.app" get moved to a new location or is there now a new way to make the template?
Are these instructions still viable?
now that the files use .x86_64 as extension we cant get the templates working anymore
For macOS the above extensions are still correct but nowadays you would not bother with 32-bit support, so there's only the .64 files to build and copy.
Here's how it's done in the official build scripts for Godot 3.2.x:
https://github.com/godotengine/godot-build-scripts/blob/279085ccce41baf845af7e8f47713a558bf08225/build-release.sh#L148-L157
"scons platform=osx arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)"
as stated in the documentation at: https://docs.godotengine.org/en/stable/development/compiling/compiling_for_osx.html
generates binaries with an .x86_64 extension
this is done on a mac running macos 15 catalina.
mkdir osx_template.app/Contents/MacOS
cp godot.osx.opt.debug.x86_64 osx_template.app/Contents/MacOS/godot_osx_debug.64
cp godot.osx.opt.x64_86 osx_template.app/Contents/MacOS/godot_osx_release.64
chmod +x osx_template.app/Contents/MacOS/godot_osx*
zip -r9 http://osx.zip osx_template.app/
rm -rf osx_template.app
And the zip can then be used in the exporting process
At some point I'll create a guide from my notes.
It's just missing a few lines on how to build and package export templates.