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Commit 71b76af

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Merge remote-tracking branch 'origin/develop-6.7' into merge_6.7.5-rc-1
Conflicts: engine/src/dskspec.cpp engine/src/mblandroidfs.cpp engine/src/mbliphone.mm engine/src/osspec.h engine/src/sysspec.cpp ide prebuilt tools/build-android.osx version
2 parents 4b933b4 + ca14f9a commit 71b76af

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Livecode.files

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@@ -3445,8 +3445,11 @@ thirdparty/libzip/src/zipint.h
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thirdparty/libzip/src/zipintw32.h
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thirdparty/libzip/score.txt
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thirdparty/tools/perfect.c
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tools/build-android.osx
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tools/build-ios.osx
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tools/build-extension-ios.sh
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score.txt
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version
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Makefile
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engine/Makefile.standalone
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engine/Makefile.server

docs/dictionary/function/specialFolderPath.xml

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<introduced version="1.1">Added.</introduced>
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<deprecated version=""></deprecated>
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<removed version=""></removed>
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<changed version="6.7.5">Added &quot;resources&quot; folder for Desktop platform</changed>
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<changed version="6.7.0">Added &quot;engine&quot; folder for Desktop platforms</changed>
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<changed version="4.6.1">Added Android Support.</changed>
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<changed version="5.5.3">5.5.3</changed>
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<changed version="4.5.2">Added iOS Support.</changed>
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<changed version="2.9">2.9</changed>
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<changed version="4.6.1">Added Android Support.</changed>
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<changed version="5.5.3">5.5.3</changed>
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<changed version="4.5.2">Added iOS Support.</changed>
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<changed version="2.9">2.9</changed>
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<experimental version=""></experimental>
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<nonexperimental version=""></nonexperimental>
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</history>
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</option>
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<option>
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<item>Engine</item>
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<description>The folder containing the engine.</description>
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<description>The folder containing the engine and the executable files copied in the standalone application.</description>
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</option>
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<option>
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<item>Resources</item>
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<description>In development mode, the current stack folder. In a standalone, the resources folder where non-executable files, or folders specified from the Standalone Builder, are copied.</description>
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</option>
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</options>
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<options title="For Mac OS X systems:">
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</option>
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<option>
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<item>Engine</item>
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<description>The folder containing the engine.</description>
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<description>The folder containing the engine and the executable files copied in the standalone application.</description>
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</option>
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<option>
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<item>Resources</item>
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<description>In development mode, the current stack folder. In a standalone, the resources folder where non-executable files, or folders specified from the Standalone Builder, are copied.</description>
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</option>
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</options>
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<options title="For Windows systems:">
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<item>Engine</item>
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<description>The folder containing the engine.</description>
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</option>
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<option>
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<item>Resources</item>
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<description>In development mode, the current stack folder. In a standalone, the resources folder where files or folders specified from the Standalone Builder are copied.</description>
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</option>
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</options>
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<options title="Windows CSIDL numbers:">
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<option>
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<item>Engine</item>
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<description>The folder containing the engine.</description>
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</option>
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<option>
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<item>Resources</item>
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<description>In development mode, the current stack folder. In a standalone, the resources folder where files or folders specified from the Standalone Builder are copied.</description>
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</option>
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</options>
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<options title="For Unix systems:">
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<option>
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<item>Engine</item>
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<description>The folder containing the engine.</description>
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</option>
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<option>
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<item>Resources</item>
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<description>In development mode, the current stack folder. In a standalone, the resources folder where files or folders specified from the Standalone Builder are copied.</description>
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</option>
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</options>
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<options title="For iOS systems:">
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<option>
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<item>engine</item>
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<description>The folder containing the built standalone engine (i.e. the bundle). This is useful for constructing paths to resources that have been copied into the bundle at build time.</description>
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</option>
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<option>
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<item>resources</item>
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<description>The path to the folder where the files and folders are copied in the standalone application (same as the engine folder).</description>
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</option>
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</options>
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<options title="For Android systems:">
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<option>
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<item>cache</item>
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<description>The path to a folder that can be used for transient per-application data files.</description>
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</option>
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<option>
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<item>resources</item>
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<description>The path to the folder where files and folders are copied in the standalone application (same as the engine folder).</description>
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</option>
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</options>
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</parameter> </parameters>
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docs/notes/bugfix-13452.md

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# revVideoGrabber crashes in Windows 8

docs/notes/bugfix-14244.md

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# acceleratedRendering property causes crash

docs/notes/bugfix-14295.md

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# standalone built for Yosemite cannot connect to database if it is within the app bundle

docs/notes/bugfix-14879.md

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# android mobile app launch hangs up while processing the opencard handler

docs/notes/bugfix-15187.md

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# Xcode 6.3 cannot be selected for iOS deployment

docs/notes/bugfix-15231.md

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#All root folders are added (empty) in the Mac standalone's Externals folders if ~/Documents/My LiveCode/Runtime/Mac OS X/x86-32/Externals/externals.txt file does not exist
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# Relocation of resources for Mac standalone applications
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As stated in their [Technical Note 2206](https://developer.apple.com/library/mac/technotes/tn2206/_index.html#//apple_ref/doc/uid/DTS40007919-CH1-TNTAG205), Apple does not allow application to have unsigned code in the MacOS folder.
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To comply with this new rule, every non-executable file is now copied in the folder `<App>.app/Contents/Resources/_MacOS`.
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As for the executable files, they are still copied alongside the engine, and located in `specialFolderPath("engine")`.
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This change does not impact any of the engine functions, which automatically redirect any path targeting the former location of the resource files.
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However, the same does not apply to the externals, as they cannot determine if a path belongs to the app bundle or not; that affects also LiveCode external, such as revDatabase, this relocation breaks any script calling externals with a resource file.
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In order to help with this overcoming this issue, the option **Resources** has been added for *specialFolderPath* on Desktop platforms, in LiveCode 6.7.2.
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That will allow you to get the right path to the resources, being in development or standalone mode.
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For instance, a code which used to be
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// Get the place Resources folder
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put the filename of this stack into tDatabasePath
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delete the last item of tDatabasePath
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// Append the SQLite file
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put "/database/db.sqlite" after tDatabasePath
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put revOpenDatabase("sqlite",tDatabasePath) into tDatabaseID
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can be updated to
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put specialFolderPath("resources") into tDbPath
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// Append the SQLite file
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put "/database/db.sqlite" after tDatabasePath
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put revOpenDatabase("sqlite",tDatabasePath) into tDatabaseID

engine/src/dsklnx.cpp

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else if (MCNameIsEqualTo(p_type, MCN_temporary, kMCCompareCaseless))
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return MCStringCreateWithCString("/tmp", r_folder);
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// SN-2014-08-08: [[ Bug 13026 ]] Fix ported from 6.7
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else if (MCNameIsEqualTo(p_type, MCN_engine, kMCCompareCaseless))
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else if (MCNameIsEqualTo(p_type, MCN_engine, kMCCompareCaseless)
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// SN-2015-04-20: [[ Bug 14295 ]] If we are here, we are a standalone
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// so the resources folder is the engine folder.
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|| MCNameIsEqualTo(p_type, MCN_resources, kMCCompareCaseless))
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{
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uindex_t t_last_slash;
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