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# 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`) plus the
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Woodpecker pipeline targets (`ci-version`, `ci-export`, `ci-upload`,
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`ci-update`).
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- `example-woodpecker.yaml` — Woodpecker pipeline: version → build
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(headless web export in the `barichello/godot-ci` image) → upload
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(scp to the droparea) → update (calls the teletypegames `/update`
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endpoint with `platform=godot`).
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- `example-export_presets.cfg` — minimal `export_presets.cfg` with the
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**Web** preset the Makefile exports. Threads are disabled
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(`variant/thread_support=false`, Godot 4.3+) so the build runs
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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 `Web` preset into your existing presets). Keep the preset name
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in sync with `EXPORT_PRESET` in the Makefile.
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3. Copy `example-woodpecker.yaml` to `.woodpecker.yaml` and add the
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`droparea_ssh_password` / `update_secret_key` secrets in Woodpecker.
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Match the `barichello/godot-ci` image tag to the Godot version the
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project is made with (e.g. `4.6`) — the image ships the matching
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export templates.
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4. Copy `example-tasks.json` to `.vscode/tasks.json`.
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The pipeline uploads `$(PROJECT)-$(VERSION).html.zip` to the droparea,
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then triggers
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`/update?platform=godot&name=$(PROJECT)&version=$(VERSION)`.
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Detailed documentation lives on the wiki: `/development/godot`.
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