22 Commits
3.4 ... 3.5

Author SHA1 Message Date
Rémi Verschelde
1992e8a646 Backport clean scripts from main branch
(cherry picked from commit 4834ab1eab)
2024-05-01 12:17:42 +02:00
Rémi Verschelde
bd3ec27eae UWP: Fix logic to download and copy ANGLE
Fixup errors in #85.

(cherry picked from commit 952f0985e0)
2024-01-18 09:56:23 +01:00
bruvzg
2f690a7a57 [macOS] Use notarytool instead of deprecated altool.
(cherry picked from commit 7b9e4271f4)
2023-10-31 18:58:47 +01:00
Rémi Verschelde
b7631eb300 UWP: Update version of ANGLE DLLs
Fixes #80.

(cherry picked from commit cc367acf4d)
2023-10-04 01:16:18 +02:00
Rémi Verschelde
4f89dc38b1 Merge pull request #77 from bruvzg/btls_mac
[Mono] Add ARM64 macOS BTLS library.
2023-02-09 22:58:18 +01:00
bruvzg
93ac9c068e [Mono] Add ARM64 macOS BTLS library. 2023-02-09 19:20:07 +02:00
Rémi Verschelde
8405945b79 Android: Fix mono_prefix after godot-mono-builds NDK r23 support
The target options were renamed in https://github.com/godotengine/godot-mono-builds/pull/69.

Also removes the commented out code for Mono Android editor because it will
likely never be meaningful to build. There's no MSBuild on Android to compile C#.
2022-07-19 23:04:11 +02:00
Rémi Verschelde
b2aef95606 Merge pull request #56 from godotengine/img-update 2022-06-27 12:22:12 +02:00
Rémi Verschelde
4c9e58d98f Use new containers with Mono 6.12.0.182, Android NDK r23, Emscripten 3.1.14 2022-06-27 12:19:24 +02:00
Rémi Verschelde
135ad22e07 Merge pull request #55 from godotengine/windows-mono-bat-console
Windows: Add .cmd script to run Mono editor with console
2022-06-10 12:19:07 +02:00
Rémi Verschelde
26bb927614 Windows: Add .cmd script to run Mono editor with console
Same as done for non-Mono builds already.
Fixes https://github.com/godotengine/godot/issues/61672.
2022-06-10 12:17:13 +02:00
Rémi Verschelde
81c1fa10ef Merge pull request #54 from godotengine/img-f36-xcode13
Use new containers with Fedora 36, Mono 6.12.0.179, Xcode 13.3.1
2022-05-24 10:41:18 +02:00
Rémi Verschelde
a0675bb238 Use new containers with Fedora 36, Mono 6.12.0.179, Xcode 13.3.1
Remove ad-hoc java install from Android build script, it's now included
in the build container.
2022-05-24 10:38:22 +02:00
Rémi Verschelde
6ebf52fda5 Merge pull request #53 from godotengine/osslsigncode-from-PATH 2022-05-10 13:41:13 +02:00
Rémi Verschelde
8adfdd068e Windows: Use osslsigncode from PATH for signing
We were shipping a pre-built version but it only works on specific distros
as it's tightly coupled to openssl. When upgrading from F34 to F35 it started
segfaulting.

We now rely on the version packaged by Fedora which should be installed on the
host, or compiled and installed manually in PATH by users.
2022-05-10 10:39:42 +02:00
Rémi Verschelde
720b0fe6c0 Android: Also build editor for armv7/x86
It makes the APK twice as big but there's been some demand for it,
so let's give it a try for now.
2022-05-03 11:40:13 +02:00
Rémi Verschelde
d5ba16cc46 Merge pull request #51 from godotengine/android-editor 2022-03-30 17:56:42 +02:00
Rémi Verschelde
59559971b5 Android: Add editor build for arm64v8/x86_64 (no Mono for now) 2022-03-30 15:44:10 +02:00
Rémi Verschelde
45abfae75f Add check to prevent mistakes with templates version
Also switched web release dir to use templates version as it's what we
use online.
2022-03-15 10:43:43 +01:00
Rémi Verschelde
7ac3b65e39 Windows: Delete bat files after zipping 2022-01-31 23:42:25 +01:00
Rémi Verschelde
a679b94dfc Merge pull request #49 from bruvzg/gen_win_cmd
[Windows] Generate "cmd" file to run Godot with open console.
2022-01-13 20:33:39 +01:00
bruvzg
0d2393cf02 [Windows] Generate "cmd" file to run Godot with open console. 2022-01-13 19:05:03 +02:00
9 changed files with 79 additions and 39 deletions

1
.gitignore vendored
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@@ -1,5 +1,6 @@
# User-specific configuration and signing key
config.sh
*.jks
*.pfx
*.pkcs12

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@@ -14,14 +14,23 @@ mkdir godot
cd godot
tar xf /root/godot.tar.gz --strip-components=1
dnf install -y java-11-openjdk-devel
java --version
# Classical
if [ "${CLASSICAL}" == "1" ]; then
echo "Starting classical build for Android..."
$SCONS platform=android android_arch=armv7 $OPTIONS tools=yes target=release_debug
$SCONS platform=android android_arch=arm64v8 $OPTIONS tools=yes target=release_debug
$SCONS platform=android android_arch=x86 $OPTIONS tools=yes target=release_debug
$SCONS platform=android android_arch=x86_64 $OPTIONS tools=yes target=release_debug
pushd platform/android/java
./gradlew generateGodotEditor
popd
mkdir -p /root/out/tools
cp bin/android_editor.apk /root/out/tools/
$SCONS platform=android android_arch=armv7 $OPTIONS tools=no target=release_debug
$SCONS platform=android android_arch=armv7 $OPTIONS tools=no target=release
@@ -39,10 +48,10 @@ if [ "${CLASSICAL}" == "1" ]; then
popd
mkdir -p /root/out/templates
cp bin/android_source.zip /root/out/templates
cp bin/android_debug.apk /root/out/templates/android_debug.apk
cp bin/android_release.apk /root/out/templates/android_release.apk
cp bin/godot-lib.release.aar /root/out/templates/godot-lib.release.aar
cp bin/android_source.zip /root/out/templates/
cp bin/android_debug.apk /root/out/templates/
cp bin/android_release.apk /root/out/templates/
cp bin/godot-lib.release.aar /root/out/templates/
fi
# Mono
@@ -52,13 +61,12 @@ if [ "${MONO}" == "1" ]; then
cp /root/mono-glue/*.cpp modules/mono/glue/
cp -r /root/mono-glue/GodotSharp/GodotSharp/Generated modules/mono/glue/GodotSharp/GodotSharp/
cp -r /root/mono-glue/GodotSharp/GodotSharpEditor/Generated modules/mono/glue/GodotSharp/GodotSharpEditor/
$SCONS platform=android android_arch=armv7 $OPTIONS $OPTIONS_MONO mono_prefix=/root/mono-installs/android-armeabi-v7a-release tools=no target=release_debug
$SCONS platform=android android_arch=armv7 $OPTIONS $OPTIONS_MONO mono_prefix=/root/mono-installs/android-armeabi-v7a-release tools=no target=release
$SCONS platform=android android_arch=armv7 $OPTIONS $OPTIONS_MONO mono_prefix=/root/mono-installs/android-armv7-release tools=no target=release_debug
$SCONS platform=android android_arch=armv7 $OPTIONS $OPTIONS_MONO mono_prefix=/root/mono-installs/android-armv7-release tools=no target=release
$SCONS platform=android android_arch=arm64v8 $OPTIONS $OPTIONS_MONO mono_prefix=/root/mono-installs/android-arm64-v8a-release tools=no target=release_debug
$SCONS platform=android android_arch=arm64v8 $OPTIONS $OPTIONS_MONO mono_prefix=/root/mono-installs/android-arm64-v8a-release tools=no target=release
$SCONS platform=android android_arch=arm64v8 $OPTIONS $OPTIONS_MONO mono_prefix=/root/mono-installs/android-arm64v8-release tools=no target=release_debug
$SCONS platform=android android_arch=arm64v8 $OPTIONS $OPTIONS_MONO mono_prefix=/root/mono-installs/android-arm64v8-release tools=no target=release
$SCONS platform=android android_arch=x86 $OPTIONS $OPTIONS_MONO mono_prefix=/root/mono-installs/android-x86-release tools=no target=release_debug
$SCONS platform=android android_arch=x86 $OPTIONS $OPTIONS_MONO mono_prefix=/root/mono-installs/android-x86-release tools=no target=release
@@ -71,10 +79,10 @@ if [ "${MONO}" == "1" ]; then
popd
mkdir -p /root/out/templates-mono
cp bin/android_source.zip /root/out/templates-mono
cp bin/android_debug.apk /root/out/templates-mono/android_debug.apk
cp bin/android_release.apk /root/out/templates-mono/android_release.apk
cp bin/godot-lib.release.aar /root/out/templates-mono/godot-lib.release.aar
cp bin/android_source.zip /root/out/templates-mono/
cp bin/android_debug.apk /root/out/templates-mono/
cp bin/android_release.apk /root/out/templates-mono/
cp bin/godot-lib.release.aar /root/out/templates-mono/
mkdir -p /root/out/templates-mono/bcl
cp -r /root/mono-installs/android-bcl/* /root/out/templates-mono/bcl/

View File

@@ -11,7 +11,7 @@ export OPTIONS="production=yes use_lto=no"
export OPTIONS_MONO="module_mono_enabled=yes mono_static=yes"
export TERM=xterm
export IOS_SDK="14.4"
export IOS_SDK="15.4"
export IOS_LIPO="/root/ioscross/arm64/bin/arm-apple-darwin11-lipo"
rm -rf godot

View File

@@ -5,11 +5,11 @@ set -e
# Config
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS="osxcross_sdk=darwin20.2 production=yes"
export OPTIONS="osxcross_sdk=darwin21.4 production=yes"
export OPTIONS_MONO="module_mono_enabled=yes mono_static=yes"
export MONO_PREFIX_X86_64="/root/mono-installs/desktop-osx-x86_64-release"
export MONO_PREFIX_ARM64="/root/mono-installs/desktop-osx-arm64-release"
export STRIP="x86_64-apple-darwin20.2-strip -u -r"
export STRIP="x86_64-apple-darwin21.4-strip -u -r"
export TERM=xterm
rm -rf godot
@@ -71,8 +71,7 @@ if [ "${MONO}" == "1" ]; then
# Make universal versions of the dylibs we use.
lipo -create tmp-lib/x86_64/libmono-native-compat.dylib tmp-lib/arm64/libmono-native.dylib -output tmp-lib/libmono-native.dylib
lipo -create tmp-lib/x86_64/libMonoPosixHelper.dylib tmp-lib/arm64/libMonoPosixHelper.dylib -output tmp-lib/libMonoPosixHelper.dylib
# Somehow only included in x86_64 build.
cp tmp-lib/x86_64/libmono-btls-shared.dylib tmp-lib/
lipo -create tmp-lib/x86_64/libmono-btls-shared.dylib tmp-lib/arm64/libmono-btls-shared.dylib -output tmp-lib/libmono-btls-shared.dylib
cp -f tmp-lib/*.dylib bin/GodotSharp/Mono/lib/

View File

@@ -49,12 +49,11 @@ sign_macos() {
-s ${OSX_KEY_ID} -v ${_extra_files} ${_appname} && \
zip -r ${_binname}_signed.zip ${_appname}"
_request_uuid=$(ssh "${OSX_HOST}" "xcrun altool --notarize-app --primary-bundle-id \"${OSX_BUNDLE_ID}\" --username \"${APPLE_ID}\" --password \"${APPLE_ID_PASSWORD}\" --file ${_osx_tmpdir}/${_binname}_signed.zip")
_request_uuid=$(echo ${_request_uuid} | sed -e 's/.*RequestUUID = //')
ssh "${OSX_HOST}" "while xcrun altool --notarization-info ${_request_uuid} -u \"${APPLE_ID}\" -p \"${APPLE_ID_PASSWORD}\" | grep -q Status:\ in\ progress; do echo Waiting on Apple notarization...; sleep 30s; done"
if ! ssh "${OSX_HOST}" "xcrun altool --notarization-info ${_request_uuid} -u \"${APPLE_ID}\" -p \"${APPLE_ID_PASSWORD}\" | grep -q Status:\ success"; then
_request_uuid=$(ssh "${OSX_HOST}" "xcrun notarytool submit ${_osx_tmpdir}/${_binname}_signed.zip --team-id \"${APPLE_TEAM}\" --apple-id \"${APPLE_ID}\" --password \"${APPLE_ID_PASSWORD}\" --no-progress --output-format json")
_request_uuid=$(echo ${_request_uuid} | sed -e 's/.*"id":"\([^"]*\)".*/\1/')
if ! ssh "${OSX_HOST}" "xcrun notarytool wait ${_request_uuid} --team-id \"${APPLE_TEAM}\" --apple-id \"${APPLE_ID}\" --password \"${APPLE_ID_PASSWORD}\" | grep -q status:\ Accepted"; then
echo "Notarization failed."
_notarization_log=$(ssh "${OSX_HOST}" "xcrun altool --notarization-info ${_request_uuid} -u \"${APPLE_ID}\" -p \"${APPLE_ID_PASSWORD}\"")
_notarization_log=$(ssh "${OSX_HOST}" "xcrun notarytool log ${_request_uuid} --team-id \"${APPLE_TEAM}\" --apple-id \"${APPLE_ID}\" --password \"${APPLE_ID_PASSWORD}\"")
echo "${_notarization_log}"
ssh "${OSX_HOST}" "rm -rf ${_osx_tmpdir}"
exit 1
@@ -192,18 +191,26 @@ if [ "${build_classical}" == "1" ]; then
# Editor
binname="${godot_basename}_win64.exe"
batname="${godot_basename}_win64_console.cmd"
cp out/windows/x64/tools/godot.windows.opt.tools.64.exe ${binname}
strip ${binname}
sign_windows ${binname}
zip -q -9 "${reldir}/${binname}.zip" ${binname}
rm ${binname}
echo "@echo off" > ${batname}
echo ${binname} >> ${batname}
echo "pause > nul" >> ${batname}
zip -q -9 "${reldir}/${binname}.zip" ${binname} ${batname}
rm ${binname} ${batname}
binname="${godot_basename}_win32.exe"
batname="${godot_basename}_win32_console.cmd"
cp out/windows/x86/tools/godot.windows.opt.tools.32.exe ${binname}
strip ${binname}
sign_windows ${binname}
zip -q -9 "${reldir}/${binname}.zip" ${binname}
rm ${binname}
echo "@echo off" > ${batname}
echo ${binname} >> ${batname}
echo "pause > nul" >> ${batname}
zip -q -9 "${reldir}/${binname}.zip" ${binname} ${batname}
rm ${binname} ${batname}
# Templates
cp out/windows/x64/templates/godot.windows.opt.64.exe ${templatesdir}/windows_64_release.exe
@@ -276,6 +283,10 @@ if [ "${build_classical}" == "1" ]; then
# Lib for direct download
cp out/android/templates/godot-lib.release.aar ${reldir}/godot-lib.${templates_version}.release.aar
# Editor
binname="${godot_basename}_android_editor.apk"
cp out/android/tools/android_editor.apk ${reldir}/${binname}
# Templates
cp out/android/templates/*.apk ${templatesdir}/
cp out/android/templates/android_source.zip ${templatesdir}/
@@ -295,19 +306,19 @@ if [ "${build_classical}" == "1" ]; then
## UWP (Classical) ##
if [ ! -d "deps/angle" ]; then
echo "Downloading ANGLE binaries from https://github.com/GodotBuilder/godot-builds/releases/tag/_tools"
if [ ! -d "deps/angle-uwp" ]; then
echo "Downloading ANGLE binaries from https://github.com/godotengine/godot-build-scripts/releases/tag/_deps/"
mkdir -p deps && cd deps
curl -LO https://github.com/GodotBuilder/godot-builds/releases/download/_tools/angle.7z
7z x angle.7z && rm -f angle.7z
curl -L -o angle-uwp.7z https://github.com/godotengine/godot-build-scripts/releases/download/_deps/angle-uwp-2.1.13.7z
7z x angle-uwp.7z && rm -f angle-uwp.7z
cd ..
fi
rm -rf uwp_template_*
for arch in ARM Win32 x64; do
cp -r git/misc/dist/uwp_template uwp_template_${arch}
cp deps/angle/winrt/10/src/Release_${arch}/libEGL.dll \
deps/angle/winrt/10/src/Release_${arch}/libGLESv2.dll \
cp deps/angle-uwp/${arch}/libEGL.dll \
deps/angle-uwp/${arch}/libGLESv2.dll \
uwp_template_${arch}/
cp -r uwp_template_${arch} uwp_template_${arch}_debug
done
@@ -388,22 +399,32 @@ if [ "${build_mono}" == "1" ]; then
# Editor
binname="${godot_basename}_mono_win64"
batname="${godot_basename}_mono_win64_console.cmd"
mkdir -p ${binname}
cp out/windows/x64/tools-mono/godot.windows.opt.tools.64.mono.exe ${binname}/${binname}.exe
strip ${binname}/${binname}.exe
sign_windows ${binname}/${binname}.exe
cp -rp out/windows/x64/tools-mono/GodotSharp ${binname}/
cp -rp out/aot-compilers ${binname}/GodotSharp/Tools/
echo "@echo off" > ${batname}
echo ${binname}.exe >> ${batname}
echo "pause > nul" >> ${batname}
mv ${batname} ${binname}/
zip -r -q -9 "${reldir_mono}/${binname}.zip" ${binname}
rm -rf ${binname}
binname="${godot_basename}_mono_win32"
batname="${godot_basename}_mono_win32_console.cmd"
mkdir -p ${binname}
cp out/windows/x86/tools-mono/godot.windows.opt.tools.32.mono.exe ${binname}/${binname}.exe
strip ${binname}/${binname}.exe
sign_windows ${binname}/${binname}.exe
cp -rp out/windows/x86/tools-mono/GodotSharp ${binname}/
cp -rp out/aot-compilers ${binname}/GodotSharp/Tools/
echo "@echo off" > ${batname}
echo ${binname}.exe >> ${batname}
echo "pause > nul" >> ${batname}
mv ${batname} ${binname}/
zip -r -q -9 "${reldir_mono}/${binname}.zip" ${binname}
rm -rf ${binname}
@@ -481,6 +502,10 @@ if [ "${build_mono}" == "1" ]; then
# Lib for direct download
cp out/android/templates-mono/godot-lib.release.aar ${reldir_mono}/godot-lib.${templates_version}.mono.release.aar
# Editor
#binname="${godot_basename}_mono_android_editor.apk"
#cp out/android/tools-mono/android_editor.apk ${reldir_mono}/${binname}
# Templates
cp out/android/templates-mono/*.apk ${templatesdir_mono}/
cp out/android/templates-mono/android_source.zip ${templatesdir_mono}/

View File

@@ -177,7 +177,7 @@ mkdir -p ${basedir}/out
mkdir -p ${basedir}/out/logs
export podman_run="${podman} run -it --rm --env BUILD_NAME --env GODOT_VERSION_STATUS --env NUM_CORES --env CLASSICAL=${build_classical} --env MONO=${build_mono} -v ${basedir}/godot-${godot_version}.tar.gz:/root/godot.tar.gz -v ${basedir}/mono-glue:/root/mono-glue -w /root/"
export img_version=3.x-mono-6.12.0.158
export img_version=3.x-f36-mono-6.12.0.182
# Get AOT compilers from their containers.
mkdir -p ${basedir}/out/aot-compilers

3
clean-release.sh Executable file
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@@ -0,0 +1,3 @@
#!/bin/bash
rm -rf releases tmp web

4
clean.sh Executable file
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@@ -0,0 +1,4 @@
#!/bin/bash
rm -rf godot*.tar.gz mono-glue out releases tmp web
git status

View File

@@ -38,7 +38,7 @@ export OSX_HOST=""
export OSX_KEY_ID=""
# Bundle id for the signed app
export OSX_BUNDLE_ID=""
# Username/password for Apple's signing APIs (used for atltool)
# Username/password for Apple's signing APIs (used for notarytool)
export APPLE_TEAM=""
export APPLE_ID=""
export APPLE_ID_PASSWORD=""