# godot-tools CI/CD templates for [Godot](https://godotengine.org) (4.x) game projects, in the same spirit as [ebitengine-tools](../ebitengine-tools) and [tic80-tools](../tic80-tools). - `example-makefile.make` — project Makefile: local dev targets (`build`, `run`, `web`, `export`, `watch`, `clean`), the desktop binary targets (`binaries`, `binary-win-x86`, `binary-win-x64`, `binary-linux-x64`, `binary-mac-universal`). - `example-woodpecker.yaml` — a one-line marker (`platform: godot`): the full pipeline (version → build → upload → publish) is served by the update server's Woodpecker configuration extension — preview it with `curl "https://teletypegames.org/build/config?platform=godot"`. - `example-export_presets.cfg` — `export_presets.cfg` with the **Web** preset the Makefile exports plus the desktop presets (**Windows x86**, **Windows x64**, **Linux x64**, **Mac universal**). Web threads are disabled (`variant/thread_support=false`, Godot 4.3+) so the build runs without COOP/COEP (cross-origin isolation) headers. - `example-tasks.json` — VS Code `.vscode/tasks.json` with the common dev tasks: **Run** (`godot --path .`, default build task, `Cmd+Shift+B`), **Edit**, **Export Web** and **Make build**. ## Usage in a game repo 1. Copy `example-makefile.make` to `Makefile` and set `PROJECT` (the web build is packaged as `$(PROJECT)-$(VERSION).html.zip`). 2. Copy `example-export_presets.cfg` to `export_presets.cfg` (or merge the presets into your existing file). Keep the preset names in sync with the Makefile (`EXPORT_PRESET` for web, the `B_PRESET` values of the `binary-*` targets for desktop), and set `application/bundle_identifier` in the Mac preset to your project. For the universal mac export enable ETC2 ASTC texture import in `project.godot`: ```ini [rendering] textures/vram_compression/import_etc2_astc=true ``` 3. Copy `example-woodpecker.yaml` to `.woodpecker.yaml` (a one-line marker — the pipeline itself is served by the update server; add `name:` when the software name differs from the repo name) and add the `application_token` secret in Woodpecker (an ApplicationToken with the `update` + `upload` scopes, created in the admin). The `godot-builder` image tag (and with it the export-template version) is set server-side in the update server's `ci_platforms` config, not per repo. 4. Copy `example-tasks.json` to `.vscode/tasks.json`. The served pipeline uploads `$(PROJECT)-$(VERSION).html.zip` and the desktop binary zips (`$(PROJECT)-$(VERSION)-.zip`, targets: `win-x86`, `win-x64`, `linux-x64`, `mac-universal`) via `/build/upload`, then triggers `/build/publish?platform=godot&name=$(PROJECT)&version=$(VERSION)`, which attaches them to the release as ReleaseAssets. Godot cross-exports all desktop platforms from the linux CI image with the official export templates; mac is a single universal (intel + arm) build with Godot's built-in ad-hoc codesign — per-arch mac export would need custom-built templates. ## Builder image `builder.Dockerfile` wraps `barichello/godot-ci` (editor + web export templates) with make/zip preinstalled as `git.teletypegames.org/internal/godot-builder`, so the build step no longer runs `apt-get` on every run. The tag tracks the Godot version: ```sh docker build --platform linux/amd64 -f builder.Dockerfile \ --build-arg GODOT_VERSION=4.6 \ -t git.teletypegames.org/internal/godot-builder:4.6 . docker push git.teletypegames.org/internal/godot-builder:4.6 ``` Detailed documentation lives on the wiki: `/development/godot`.