That's a kind of graphic way of putting it.Jake wrote:It's going to be an increasing problem for all people releasing software for the Mac; Apple isn't going to do anything about it because it's their protection racket, so indie developers basically have two choices: engage in an education campaign and hope that they reach enough people and explain how to turn this piece of shit off, or bend over, drop trousers and take it.
My problem is that I don't see the code signing as ridiculous, although it's very suspect that Apple decided to act as a CA themselves, rather than using a neutral CA like Microsoft does. At the same time, the Mac platform is getting more and more malware, so I can see Apple wanting to do something about that. (Apart from quietly removing the "Doesn't get Viruses" claim from their website.)
I suspect the right approach will be to simply come up with a code-signable version of Ren'Py, for all supported platforms, and then leave the actual signing in the developers's hands. (Right now, even if you wanted to sign a Ren'Py app, you couldn't - much of the code is in Python or Ren'Py, but the signing only verifies C code. There needs to be a C module that verifies the script code before it is run.)
To some extent, I'm taking a wait-and-see approach to determine if this is actually an issue in practice. Are all the games distributed through steam for required to be code-signed? I haven't heard of that requirement yet. (And there are two Ren'Py games being distributed through Steam right now.)
This is not a 6.14 issue - code signing will wait for the next release, whenever it comes out.