Switch the CI templates to the /build HTTP endpoints
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@@ -12,8 +12,8 @@ and [tic80-tools](../tic80-tools).
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`ci-upload`, `ci-update`).
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- `example-woodpecker.yaml` — Woodpecker pipeline: version → build
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(headless web export + desktop binaries in the `barichello/godot-ci`
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image) → upload (scp to the droparea) → update (calls the
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teletypegames `/update` endpoint with `platform=godot`).
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image) → upload (HTTP POST to `/build/upload`) → update (calls the
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teletypegames `/build/publish` endpoint with `platform=godot`).
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- `example-export_presets.cfg` — `export_presets.cfg` with the **Web**
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preset the Makefile exports plus the desktop presets (**Windows
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x86**, **Windows x64**, **Linux x64**, **Mac universal**). Web
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@@ -41,7 +41,7 @@ and [tic80-tools](../tic80-tools).
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textures/vram_compression/import_etc2_astc=true
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```
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3. Copy `example-woodpecker.yaml` to `.woodpecker.yaml` and add the
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`droparea_ssh_password` / `update_secret_key` secrets in Woodpecker.
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`update_secret_key` secret in Woodpecker.
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Match the `godot-builder` image tag to the Godot version the
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project is made with (e.g. `4.6`) — the underlying
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`barichello/godot-ci` image ships the matching export templates.
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@@ -49,8 +49,8 @@ and [tic80-tools](../tic80-tools).
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The pipeline uploads `$(PROJECT)-$(VERSION).html.zip` and the desktop
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binary zips (`$(PROJECT)-$(VERSION)-<target>.zip`, targets: `win-x86`,
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`win-x64`, `linux-x64`, `mac-universal`) to the droparea, then triggers
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`/update?platform=godot&name=$(PROJECT)&version=$(VERSION)`, which
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`win-x64`, `linux-x64`, `mac-universal`) via `/build/upload`, then triggers
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`/build/publish?platform=godot&name=$(PROJECT)&version=$(VERSION)`, which
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attaches them to the release as ReleaseAssets. Godot cross-exports all
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desktop platforms from the linux CI image with the official export
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templates; mac is a single universal (intel + arm) build with Godot's
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