Add desktop binary exports to the CI pipeline
ci/woodpecker/push/woodpecker Pipeline was successful

Export win-x86, win-x64, linux-x64 and mac-universal builds headless
from the godot-builder image and upload them as ReleaseAssets
(<project>-<version>-<target>.zip, single root folder). Mac is one
universal (intel + arm) build with Godot's built-in ad-hoc codesign;
per-arch export is not possible with the official export templates.
ETC2 ASTC texture import is enabled because the arm64 slice requires it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-08-03 21:17:32 +02:00
co-authored by Claude Fable 5
parent fef74665ab
commit e7389cb144
4 changed files with 194 additions and 2 deletions
+1
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@@ -9,6 +9,7 @@ steps:
image: git.teletypegames.org/internal/godot-builder:4.7.1 image: git.teletypegames.org/internal/godot-builder:4.7.1
commands: commands:
- make ci-export - make ci-export
- make ci-binaries
- name: artifact - name: artifact
image: alpine image: alpine
+68 -2
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@@ -35,6 +35,67 @@ export: web
@echo "==> Cleaning temporary files" @echo "==> Cleaning temporary files"
rm -rf $(WEB_DIR) rm -rf $(WEB_DIR)
# --- native binaries ---------------------------------------------------------
# Godot cross-exports every desktop platform from linux with the official
# export templates, so unlike ebitengine ALL targets build in CI. Mac is a
# single universal (intel + arm) build: the official templates only ship a
# universal binary, per-arch export would need custom-built templates.
# Zip layout follows the ReleaseAsset convention: a single root folder,
# <project>-<version>-<target>/, zipped as <project>-<version>-<target>.zip.
BINARY_TARGETS = win-x86 win-x64 linux-x64 mac-universal
binaries: build
@if [ -z "$(VERSION)" ]; then \
echo "ERROR: VERSION not set!"; exit 1; \
fi
@for target in $(BINARY_TARGETS); do \
$(MAKE) binary-$$target VERSION=$(VERSION) || exit 1; \
done
binary-win-x86:
@$(MAKE) binary-build VERSION=$(VERSION) B_PRESET="Windows x86" B_EXT=.exe B_TARGET=win-x86
binary-win-x64:
@$(MAKE) binary-build VERSION=$(VERSION) B_PRESET="Windows x64" B_EXT=.exe B_TARGET=win-x64
binary-linux-x64:
@$(MAKE) binary-build VERSION=$(VERSION) B_PRESET="Linux x64" B_EXT= B_TARGET=linux-x64
binary-mac-universal:
@$(MAKE) binary-build-mac VERSION=$(VERSION) B_PRESET="Mac universal" B_TARGET=mac-universal
# belső helper: egy win/linux target exportja + zip egyetlen gyökérmappával
# (embed_pck miatt az export egyetlen futtatható fájl)
binary-build:
@set -e; \
PKG_DIR="$(PROJECT)-$(VERSION)-$(B_TARGET)"; \
echo "==> Building $$PKG_DIR"; \
rm -rf "$$PKG_DIR" "$$PKG_DIR.zip"; \
mkdir -p "$$PKG_DIR"; \
$(GODOT) --headless --export-release "$(B_PRESET)" "$$(pwd)/$$PKG_DIR/$(PROJECT)$(B_EXT)"; \
if [ -f LICENSE ]; then cp LICENSE "$$PKG_DIR/"; fi; \
if [ -f README.md ]; then cp README.md "$$PKG_DIR/"; fi; \
zip -r "$$PKG_DIR.zip" "$$PKG_DIR" >/dev/null; \
rm -rf "$$PKG_DIR"; \
echo "==> $$PKG_DIR.zip kesz"
# mac helper: a Godot linuxról csak .zip-be tud macOS-t exportálni (benne a
# .app), ezt csomagoljuk át a gyökérmappás konvencióra (zip -ry: exec bitek
# és symlinkek megmaradnak)
binary-build-mac:
@set -e; \
PKG_DIR="$(PROJECT)-$(VERSION)-$(B_TARGET)"; \
echo "==> Building $$PKG_DIR"; \
rm -rf "$$PKG_DIR" "$$PKG_DIR.zip"; \
mkdir -p "$$PKG_DIR"; \
$(GODOT) --headless --export-release "$(B_PRESET)" "$$(pwd)/$$PKG_DIR/$(PROJECT)-mac-tmp.zip"; \
cd "$$PKG_DIR" && unzip -q "$(PROJECT)-mac-tmp.zip" && rm "$(PROJECT)-mac-tmp.zip"; cd ..; \
if [ -f LICENSE ]; then cp LICENSE "$$PKG_DIR/"; fi; \
if [ -f README.md ]; then cp README.md "$$PKG_DIR/"; fi; \
zip -ry "$$PKG_DIR.zip" "$$PKG_DIR" >/dev/null; \
rm -rf "$$PKG_DIR"; \
echo "==> $$PKG_DIR.zip kesz"
watch: watch:
fswatch -o . --include="\.gd$$" --include="\.tscn$$" | while read; do make build; done fswatch -o . --include="\.gd$$" --include="\.tscn$$" | while read; do make build; done
@@ -57,18 +118,23 @@ ci-export:
@VERSION=$$(cat $(VERSION_FILE)); \ @VERSION=$$(cat $(VERSION_FILE)); \
$(MAKE) export VERSION=$$VERSION $(MAKE) export VERSION=$$VERSION
ci-binaries:
@VERSION=$$(cat $(VERSION_FILE)); \
$(MAKE) binaries VERSION=$$VERSION
ci-upload: ci-upload:
@VERSION=$$(cat $(VERSION_FILE)); \ @VERSION=$$(cat $(VERSION_FILE)); \
FILE="$(PROJECT)-$$VERSION.html.zip"; \ FILE="$(PROJECT)-$$VERSION.html.zip"; \
META_SRC="metadata.json"; \ META_SRC="metadata.json"; \
META_DST="$(PROJECT)-$$VERSION.metadata.json"; \ META_DST="$(PROJECT)-$$VERSION.metadata.json"; \
BINS=$$(ls $(PROJECT)-$$VERSION-*.zip 2>/dev/null || true); \
cp $$META_SRC $$META_DST; \ cp $$META_SRC $$META_DST; \
sshpass -p "$(DROPAREA_SSH_PASSWORD)" scp -o StrictHostKeyChecking=no -P $(DROPAREA_PORT) \ sshpass -p "$(DROPAREA_SSH_PASSWORD)" scp -o StrictHostKeyChecking=no -P $(DROPAREA_PORT) \
$$FILE $$META_DST \ $$FILE $$META_DST $$BINS \
$(DROPAREA_USER)@$(DROPAREA_HOST):$(DROPAREA_TARGET_PATH)/ $(DROPAREA_USER)@$(DROPAREA_HOST):$(DROPAREA_TARGET_PATH)/
ci-update: ci-update:
@VERSION=$$(cat $(VERSION_FILE)); \ @VERSION=$$(cat $(VERSION_FILE)); \
curl "$(UPDATE_SERVER)/update?secret=$(UPDATE_SECRET)&name=$(PROJECT)&platform=godot&version=$$VERSION" curl "$(UPDATE_SERVER)/update?secret=$(UPDATE_SECRET)&name=$(PROJECT)&platform=godot&version=$$VERSION"
.PHONY: all build run web export watch clean ci-version ci-export ci-upload ci-update .PHONY: all build run web export watch clean binaries binary-win-x86 binary-win-x64 binary-linux-x64 binary-mac-universal binary-build binary-build-mac ci-version ci-export ci-binaries ci-upload ci-update
+120
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@@ -41,3 +41,123 @@ html/canvas_resize_policy=2
html/focus_canvas_on_start=true html/focus_canvas_on_start=true
html/experimental_virtual_keyboard=false html/experimental_virtual_keyboard=false
progressive_web_app/enabled=false progressive_web_app/enabled=false
; Desktop presets: the preset names match the Makefile's binary-* targets
; and the resulting zips follow the ReleaseAsset naming
; (<project>-<version>-<target>.zip). Windows/Linux embed the .pck into
; the executable (single-file builds); `modify_resources=false` because
; the CI image has no rcedit.
[preset.1]
name="Windows x64"
platform="Windows Desktop"
runnable=true
advanced_options=false
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path=""
patches=PackedStringArray()
encryption_include_filters=""
encryption_exclude_filters=""
seed=0
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.1.options]
binary_format/architecture="x86_64"
binary_format/embed_pck=true
application/modify_resources=false
codesign/enable=false
[preset.2]
name="Windows x86"
platform="Windows Desktop"
runnable=true
advanced_options=false
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path=""
patches=PackedStringArray()
encryption_include_filters=""
encryption_exclude_filters=""
seed=0
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.2.options]
binary_format/architecture="x86_32"
binary_format/embed_pck=true
application/modify_resources=false
codesign/enable=false
[preset.3]
name="Linux x64"
platform="Linux"
runnable=true
advanced_options=false
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path=""
patches=PackedStringArray()
encryption_include_filters=""
encryption_exclude_filters=""
seed=0
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.3.options]
binary_format/architecture="x86_64"
binary_format/embed_pck=true
; macOS: a single universal (x86_64 + arm64) build — the official export
; templates only ship a universal binary, per-arch export would need
; custom-built templates. Exported as .zip (the only option when
; exporting from Linux), signed with Godot's built-in ad-hoc codesign
; (codesign/codesign=1), which works on any host platform. arm64 macOS
; refuses to run completely unsigned binaries, so signing is required.
[preset.4]
name="Mac universal"
platform="macOS"
runnable=true
advanced_options=false
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path=""
patches=PackedStringArray()
encryption_include_filters=""
encryption_exclude_filters=""
seed=0
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.4.options]
export/distribution_type=1
binary_format/architecture="universal"
application/bundle_identifier="org.teletypegames.pong"
codesign/codesign=1
notarization/notarization=0
+5
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@@ -47,3 +47,8 @@ confirm={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":32,"physical_keycode":0,"key_label":0,"unicode":32,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":32,"physical_keycode":0,"key_label":0,"unicode":32,"echo":false,"script":null)
] ]
} }
[rendering]
; needed for the universal (arm64) macOS export in CI
textures/vram_compression/import_etc2_astc=true