Add linux_arm64 builds for Ebitengine and Bevy
Batocera and the ES-family distributions run on ARM as much as on x86_64 — Raspberry Pi, Odroid, the retro handhelds — and a linux_x64 binary installs there but will not start. There was no Linux ARM asset kind at all: KINDS had linux_x86 and linux_x64 and mac_arm64, but nothing for 64-bit ARM Linux. Registering the kind is deliberately separate from producing it: a platform service only includes BuildLinuxArm64 once its pipeline builds the artifact, otherwise /api/builds would report it missing for every release. Hence Ebitengine and Bevy only. Godot needs a Linux arm64 export preset in each game repo first; LÖVE fuses an upstream AppImage that ships x86_64 only; TIC-80's export command has no ARM target. Ebitengine needs cgo on Linux, so binary_build gained a cross-compiler argument — and unsets CC for native targets, otherwise a build after the ARM one silently picks up the cross gcc. Verified by cross-compiling both demos in the rebuilt images: each produced a genuine AArch64 ELF (e_machine 183), not a silent fallback. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@@ -1,7 +1,7 @@
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module WarpEngine
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class ReleaseAsset < ApplicationRecord
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KINDS = %w[cartridge source html docs
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win_x86 win_x64 linux_x86 linux_x64
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win_x86 win_x64 linux_x86 linux_x64 linux_arm64
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mac_x64 mac_arm64 mac_universal].freeze
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belongs_to :release
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