Packaged builds: macOS (universal, ad-hoc signed) and Windows, tools/export.sh
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43
tools/export.sh
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43
tools/export.sh
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#!/bin/sh
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# Builds the packaged game (export_presets.cfg) into build/:
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#
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# tools/export.sh # macOS and Windows
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# tools/export.sh macOS # just one ("macOS" or "Windows")
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#
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# build/Emberwild-<version>-macos.zip the .app (universal: Apple silicon + Intel),
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# ad-hoc signed, not notarised
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# build/Emberwild-<version>-windows.zip Emberwild.exe + Emberwild.pck (+ a console
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# wrapper), unsigned
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#
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# Needs the Godot export templates for this Godot's version (Editor > Manage
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# Export Templates, or the .tpz from the Godot release page).
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cd "$(dirname "$0")/.." || exit 1
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. tools/godot_env.sh
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VERSION=$(sed -n 's/^application\/short_version="\(.*\)"/\1/p' export_presets.cfg | head -1)
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which=${1:-all}
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mkdir -p build
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"$GODOT" --headless --path . --import >/dev/null 2>&1
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if [ "$which" = all ] || [ "$which" = macOS ]; then
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rm -rf build/macos && mkdir -p build/macos
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"$GODOT" --headless --path . --export-release "macOS" build/macos/Emberwild.zip > build/export-macos.log 2>&1
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if [ -f build/macos/Emberwild.zip ]; then
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mv build/macos/Emberwild.zip "build/Emberwild-$VERSION-macos.zip"
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echo "built build/Emberwild-$VERSION-macos.zip"
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else
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echo "macOS export failed: see build/export-macos.log"; exit 1
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fi
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fi
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if [ "$which" = all ] || [ "$which" = Windows ]; then
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rm -rf build/windows && mkdir -p build/windows/Emberwild
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"$GODOT" --headless --path . --export-release "Windows" build/windows/Emberwild/Emberwild.exe > build/export-windows.log 2>&1
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if [ -f build/windows/Emberwild/Emberwild.exe ]; then
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(cd build/windows && rm -f "../Emberwild-$VERSION-windows.zip" && zip -qr "../Emberwild-$VERSION-windows.zip" Emberwild)
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echo "built build/Emberwild-$VERSION-windows.zip"
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else
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echo "Windows export failed: see build/export-windows.log"; exit 1
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fi
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fi
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