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