Load 3D plugins when running from build dir on macOS
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@ -155,6 +155,39 @@ void S3D_PLUGIN_MANAGER::loadPlugins( void )
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fn.AssignDir( PATHS::GetStockPlugins3DPath() );
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checkPluginPath( std::string( fn.GetPathWithSep().ToUTF8() ), searchpaths );
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#else
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if( wxGetEnv( wxT( "KICAD_RUN_FROM_BUILD_DIR" ), nullptr ) )
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{
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// Exe will be at <build_dir>/pcbnew/pcbnew.app/Contents/MacOS/pcbnew for standalone
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// Plugin will be at <build_dir>/kicad/KiCad.app/Contents/PlugIns/3d
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fn.Assign( wxStandardPaths::Get().GetExecutablePath() );
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if( fn.GetName() == wxT( "kicad" ) )
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{
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fn.AppendDir( wxT( ".." ) ); // Contents
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}
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else
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{
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fn.AppendDir( wxT( ".." ) ); // Contents
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fn.AppendDir( wxT( ".." ) ); // pcbnew.app
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fn.AppendDir( wxT( ".." ) ); // pcbnew
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fn.AppendDir( wxT( ".." ) ); // Build root
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fn.AppendDir( wxT( "kicad" ) );
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fn.AppendDir( wxT( "KiCad.app" ) );
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fn.AppendDir( wxT( "Contents" ) );
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}
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fn.AppendDir( wxT( "PlugIns" ) );
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fn.AppendDir( wxT( "3d" ) );
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fn.MakeAbsolute();
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std::string testpath = std::string( fn.GetPathWithSep().ToUTF8() );
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checkPluginPath( testpath, searchpaths );
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// Also check when running KiCad manager from build dir
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}
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else
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{
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// Search path on OS X is
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// (1) Machine /Library/Application Support/kicad/PlugIns/3d
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checkPluginPath( PATHS::GetOSXKicadMachineDataDir() + wxT( "/PlugIns/3d" ), searchpaths );
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@ -162,6 +195,7 @@ void S3D_PLUGIN_MANAGER::loadPlugins( void )
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// (2) Bundle kicad.app/Contents/PlugIns/3d
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fn.AssignDir( PATHS::GetStockPlugins3DPath() );
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checkPluginPath( fn.GetPathWithSep(), searchpaths );
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}
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#endif
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std::list< wxString >::iterator sPL = searchpaths.begin();
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