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