Add Editor for Mac impl progress
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@@ -531,6 +531,8 @@ void EngineImpl::InitPaths()
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Globals::MonoPath = Globals::StartupFolder / TEXT("Source/Platforms/Editor/Windows/Mono");
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#elif PLATFORM_LINUX
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Globals::MonoPath = Globals::StartupFolder / TEXT("Source/Platforms/Editor/Linux/Mono");
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#elif PLATFORM_MAC
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Globals::MonoPath = Globals::StartupFolder / TEXT("Source/Platforms/Editor/Mac/Mono");
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#else
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#error "Please specify the Mono data location for Editor on this platform."
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#endif
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@@ -270,6 +270,8 @@ bool ShaderAssetBase::LoadShaderCache(ShaderCacheResult& result)
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platformDefine.Name = "PLATFORM_WINDOWS";
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#elif PLATFORM_LINUX
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platformDefine.Name = "PLATFORM_LINUX";
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#elif PLATFORM_MAC
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platformDefine.Name = "PLATFORM_MAC";
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#else
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#error "Unknown platform."
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#endif
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@@ -53,6 +53,8 @@ public class ShadersCompilation : EngineModule
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case TargetPlatform.Linux:
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options.PrivateDependencies.Add("ShaderCompilerVulkan");
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break;
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case TargetPlatform.Mac:
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break;
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default: throw new InvalidPlatformException(options.Platform.Target);
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}
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@@ -56,6 +56,7 @@ public class ModelTool : EngineModule
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options.PrivateDependencies.Add("UVAtlas");
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break;
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case TargetPlatform.Linux:
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case TargetPlatform.Mac:
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break;
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default: throw new InvalidPlatformException(options.Platform.Target);
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}
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