Mac build crashing

I could use a hand testing out steam build on a new-ish Mac. It is crashing with the below error. I have steam keys for testing I can send. Thanks

Process: JavaAppLauncher [57501]
Path: /Users/USER/Library/Application Support/Steam/*/
Identifier: com.rivetedgames.naw.Main
Version: 1.0 (1)
Code Type: X86-64 (Native)
Parent Process: ??? [1]
Responsible: JavaAppLauncher [57501]
User ID: 501

Date/Time: 2020-03-21 20:30:43.455 -0400
OS Version: Mac OS X 10.15.1 (19B88)
Report Version: 12

Crashed Thread: 0 MainThrd Dispatch queue:

Exception Codes: KERN_PROTECTION_FAILURE at 0x00007fff36d7cbbf

Termination Signal: Bus error: 10
Termination Reason: Namespace SIGNAL, Code 0xa
Terminating Process: exc handler [57501]

VM Regions Near 0x7fff36d7cbbf:
__TEXT 00007fff36c67000-00007fff36d74000 [ 1076K] r-x/rwx SM=COW /System/Library/Frameworks/CoreDisplay.framework/Versions/A/CoreDisplay
→ __TEXT 00007fff36d74000-00007fff36e00000 [ 560K] r-x/rwx SM=COW /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation
Submap 00007fff36e00000-00007fff40000000 [146.0M] r–/rwx SM=PRV process-only VM submap

Thread 0 Crashed:: MainThrd Dispatch queue:
0 com.rivetedgames.naw.Main 0x0000000100001d49 0x100000000 + 7497

Thread 1:
0 libsystem_pthread.dylib 0x00007fff6e54856c start_wqthread + 0

Thread 2:
0 libsystem_pthread.dylib 0x00007fff6e54856c start_wqthread + 0

Thread 0 crashed with X86 Thread State (64-bit):
rax: 0x00007fff36d7cbbf rbx: 0x0000000100001cc4 rcx: 0x0000000000000000 rdx: 0x0000000000000000
rdi: 0x00007fff36d7cbbf rsi: 0x00007ffeefbff050 rbp: 0x0000000100001cc4 rsp: 0x00007ffeefbff020
r8: 0x0000000000000000 r9: 0x0000000000000000 r10: 0x00007fff8faaf150 r11: 0x00007fff36db3c72
r12: 0x0000000000000000 r13: 0x0000000000000000 r14: 0x0000000000000000 r15: 0x0000000000000000
rip: 0x0000000100001d49 rfl: 0x0000000000010212 cr2: 0x00007fff36d7cbbf

Logical CPU: 6
Error Code: 0x00000007 (invalid protections for user data read)
Trap Number: 14

Which version of the engine and which version of lwjgl? Are you running lwjgl3 and use any sort of awt code?

engine 3.0, lwjgl 2.9.0, and yes we use AWT

i dont wanted reply, because i might be wrong.

But since MacOS deprecated OpenGL(shame them) +:

build on a new-ish Mac

it could make only one assumption.

Ok what are you thinking, have someone try to build our package on an actual Mac?

I think @oxplay2 sorta means you need to force openGL 3.2 use on a Mac, so you have to call setRenderer(AppSettings.LWJGL_OPENGL32); iirc.

Yes but this and many other apply to the latest engine versions with lwjgl3, none of which is in use here.
Also the stacktrace unfortunately doesn’t really say anything useful to me, it seems to crash inside the Main “Class”? but that’s no native code?

Is there a hs_pid file generated?

I didn’t do the testing this was Steam, I can give a key to anyone who has a Mac to see if you can get the hs_pid