Build the Viewer on macOS

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Getting Development Tools

Xcode 6.3
Download Xcode 6.3 from Apple, and install the developer command line tools
CMake
Install CMake version 3.1 from cmake.org
You will need to arrange for the cmake executable to be in your PATH.
The executable is '/Applications/CMake.app/Contents/bin/cmake'; you can either add that directory to your path, or create a link to the executable in some directory already in your PATH.
Mercurial
Install the current Mercurial from Selenic
If you may be contributing code back to the viewer, install the Mercurial Coding Policy hooks
Autobuild 1.0
Install the new version of autobuild as described on Autobuild Improvements

Downloading Source Code

The canonical repository is https://hg.secondlife.com/viewer-release

KBnote.png Note: Because using the new tools required source code changes, these instructions do not work with the canonical viewer-release repository.

Use

https://bitbucket.org/lindenlab/viewer-tools-update

when those changes are moved to viewer-release, these instructions will work for release.

Installing Proprietary Libraries

Some builds of the the Viewer depends on proprietary libraries (alternative open source libraries are also provided for developers who prefer or are not licensed to use the proprietary libraries). Lindens do not distribute these libraries, so you will need to fetch and install these even if you download the libraries packages. (This is due to licensing restrictions. Don't ask, Lindens already did, and can't get permission. So you do have to get them yourself.)

FMOD Ex

PIck somewhere to build your fmodex package:

hg clone https://bitbucket.org/lindenlab/3p-update-fmodex
cd 3p-update-fmodex
autobuild build --all
autobuild package

If it works, it will produce a package archive file with a name like fmodex-4.44.31.201503051234-darwin-201503051234.tar.bz2

CD to your viewer repository root; you can either just override the configured archive with a --local install:

autobuild install --local path-to-your-fmodex-archive

That will cause autobuild to ignore the configured value and use your local package archive; if you delete your build directory, you'll need to repeat the override command.

To reconfigure your autobuild configuration file to use that archive:

autobuild installables edit fmodex url=file:///path-to-your-fmodex-archive

but be careful not to commit that change, since it will be useless to anyone who can't access the path you configured.

Configuration and Building

Configuring your build with Autobuild

Configuring and building with autobuild works the same on all platforms. Full instructions may be found at Build_Viewer_With_Autobuild.

Example:

autobuild configure -c RelWithDebInfoOS 

if you built your own fmodex as above, add -- -DFMODEX:BOOL=TRUE

Command Line Build

autobuild build --no-configure

you can omit the --no-configure option: if you do, autobuild will implicitly run the configuration step before building. That's harmless, it just takes some extra time.

Building within Xcode

If you have followed the configure instructions from Build_Viewer_With_Autobuild, the directory build-darwin-i386 will have been created in the root of your source distribution. Inside that directory you will find the SecondLife.xcodeproj project file which can be used with Xcode. When opened it should be configured correctly to build, so just Build and Run.

Running your newly built viewer

Command Line

In your source tree root directory, run:

build-darwin-i386/newview/configuration-type/Second\ Life.app/Contents/MacOS/Second\ Life

where configuration-type depends on your built configuration ("DebugOS", "ReleaseOS" or "RelWithDebInfoOS").

Running within Xcode

"secondlife-bin" scheme is what you look for.

Using Finder

  1. Navigate to build-darwin-i386/newview/configuration-type.
  2. Double click the application.
You can create and put the alias wherever you find convenient.

Running the Unit Tests

From Xcode, open the project build-darwin-i386/test/test.xcodeproj and select "test" for scheme and run. SecondLife.xcodeproj project also has "test" scheme.

Handling Problems

If you encounter errors or run into problems following the instructions above, please first check whether someone else already had the same issue. A solution might be known already.

You may find the solution in any of these resources:

Getting Help

Even when no description of your problem has been written down yet, someone might know about it, so get in touch with the community to get help.