Add desktop binary export support to the examples

win-x86, win-x64, linux-x64 and mac-universal targets, validated on
the pong pipeline: Makefile binaries/ci-binaries targets, desktop
export presets, ci-binaries step in the Woodpecker example. Mac is a
single universal (intel + arm) build with built-in ad-hoc codesign and
needs ETC2 ASTC texture import enabled in project.godot.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-08-03 21:22:31 +02:00
co-authored by Claude Fable 5
parent 3d22e273ea
commit 5c4b61dc16
4 changed files with 227 additions and 17 deletions
+34 -15
View File
@@ -5,17 +5,20 @@ 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`) plus the
Woodpecker pipeline targets (`ci-version`, `ci-export`, `ci-upload`,
`ci-update`).
(`build`, `run`, `web`, `export`, `watch`, `clean`), the desktop
binary targets (`binaries`, `binary-win-x86`, `binary-win-x64`,
`binary-linux-x64`, `binary-mac-universal`) plus the Woodpecker
pipeline targets (`ci-version`, `ci-export`, `ci-binaries`,
`ci-upload`, `ci-update`).
- `example-woodpecker.yaml` — Woodpecker pipeline: version → build
(headless web export in the `barichello/godot-ci` image) → upload
(scp to the droparea) → update (calls the teletypegames `/update`
endpoint with `platform=godot`).
- `example-export_presets.cfg` minimal `export_presets.cfg` with the
**Web** preset the Makefile exports. Threads are disabled
(`variant/thread_support=false`, Godot 4.3+) so the build runs
without COOP/COEP (cross-origin isolation) headers.
(headless web export + desktop binaries in the `barichello/godot-ci`
image) → upload (scp to the droparea) → update (calls the
teletypegames `/update` endpoint with `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**.
@@ -25,8 +28,18 @@ and [tic80-tools](../tic80-tools).
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 `Web` preset into your existing presets). Keep the preset name
in sync with `EXPORT_PRESET` in the Makefile.
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` and add the
`droparea_ssh_password` / `update_secret_key` secrets in Woodpecker.
Match the `godot-builder` image tag to the Godot version the
@@ -34,9 +47,15 @@ and [tic80-tools](../tic80-tools).
`barichello/godot-ci` image ships the matching export templates.
4. Copy `example-tasks.json` to `.vscode/tasks.json`.
The pipeline uploads `$(PROJECT)-$(VERSION).html.zip` to the droparea,
then triggers
`/update?platform=godot&name=$(PROJECT)&version=$(VERSION)`.
The pipeline uploads `$(PROJECT)-$(VERSION).html.zip` and the desktop
binary zips (`$(PROJECT)-$(VERSION)-<target>.zip`, targets: `win-x86`,
`win-x64`, `linux-x64`, `mac-universal`) to the droparea, then triggers
`/update?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