6 Commits
4.1 ... 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
20 changed files with 843 additions and 687 deletions

2
.gitignore vendored
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@@ -1,4 +1,4 @@
# User-specific configuration and signing keys
# User-specific configuration and signing key
config.sh
*.jks
*.pfx

View File

@@ -6,7 +6,7 @@ set -e
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS="production=yes"
export OPTIONS_MONO="module_mono_enabled=yes"
export OPTIONS_MONO="module_mono_enabled=yes mono_static=no"
export TERM=xterm
rm -rf godot
@@ -14,98 +14,65 @@ mkdir godot
cd godot
tar xf /root/godot.tar.gz --strip-components=1
# Environment variables and keystore needed for signing store editor build,
# as well as signing and publishing to MavenCentral.
source /root/keystore/config.sh
store_release="yes"
if [ -z "${GODOT_ANDROID_SIGN_KEYSTORE}" ]; then
echo "No keystore provided to sign the Android release editor build, using debug build instead."
store_release="no"
fi
# Classical
dnf -y install gettext
if [ "${CLASSICAL}" == "1" ]; then
echo "Starting classical build for Android..."
$SCONS platform=android arch=arm32 $OPTIONS target=editor store_release=${store_release}
$SCONS platform=android arch=arm64 $OPTIONS target=editor store_release=${store_release}
$SCONS platform=android arch=x86_32 $OPTIONS target=editor store_release=${store_release}
$SCONS platform=android arch=x86_64 $OPTIONS target=editor store_release=${store_release}
$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 $OPTIONS tools=yes target=release_debug
pushd platform/android/java
./gradlew generateGodotEditor
popd
mkdir -p /root/out/tools
# Copy the generated Android editor binaries (apk & aab).
if [ "$store_release" == "yes" ]; then
cp bin/android_editor_builds/android_editor-release.apk /root/out/tools/android_editor.apk
cp bin/android_editor_builds/android_editor-release.aab /root/out/tools/android_editor.aab
else
cp bin/android_editor_builds/android_editor-debug.apk /root/out/tools/android_editor.apk
cp bin/android_editor_builds/android_editor-debug.aab /root/out/tools/android_editor.aab
fi
cp bin/android_editor.apk /root/out/tools/
# Restart from a clean tarball, as we'll copy all the contents
# outside the container for the MavenCentral upload.
rm -rf /root/godot/*
tar xf /root/godot.tar.gz --strip-components=1
$SCONS platform=android android_arch=armv7 $OPTIONS tools=no target=release_debug
$SCONS platform=android android_arch=armv7 $OPTIONS tools=no target=release
$SCONS platform=android arch=arm32 $OPTIONS target=template_debug
$SCONS platform=android arch=arm32 $OPTIONS target=template_release
$SCONS platform=android android_arch=arm64v8 $OPTIONS tools=no target=release_debug
$SCONS platform=android android_arch=arm64v8 $OPTIONS tools=no target=release
$SCONS platform=android arch=arm64 $OPTIONS target=template_debug
$SCONS platform=android arch=arm64 $OPTIONS target=template_release
$SCONS platform=android android_arch=x86 $OPTIONS tools=no target=release_debug
$SCONS platform=android android_arch=x86 $OPTIONS tools=no target=release
$SCONS platform=android arch=x86_32 $OPTIONS target=template_debug
$SCONS platform=android arch=x86_32 $OPTIONS target=template_release
$SCONS platform=android arch=x86_64 $OPTIONS target=template_debug
$SCONS platform=android arch=x86_64 $OPTIONS target=template_release
$SCONS platform=android android_arch=x86_64 $OPTIONS tools=no target=release_debug
$SCONS platform=android android_arch=x86_64 $OPTIONS tools=no target=release
pushd platform/android/java
./gradlew generateGodotTemplates
if [ "$store_release" == "yes" ]; then
# Copy source folder with compiled libs so we can optionally use it
# in a separate script to upload the templates to MavenCentral.
cp -r /root/godot /root/out/source/
# Backup ~/.gradle too so we can reuse all the downloaded stuff.
cp -r /root/.gradle /root/out/source/.gradle
fi
popd
mkdir -p /root/out/templates
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.template_release.aar /root/out/templates/
cp bin/godot-lib.release.aar /root/out/templates/
fi
# Mono
# No Android support with .NET 6 yet.
#if [ "${MONO}" == "1" ]; then
if false; then
if [ "${MONO}" == "1" ]; then
echo "Starting Mono build for Android..."
cp /root/mono-glue/*.cpp modules/mono/glue/
cp -r /root/mono-glue/GodotSharp/GodotSharp/Generated modules/mono/glue/GodotSharp/GodotSharp/
$SCONS platform=android arch=arm32 $OPTIONS $OPTIONS_MONO target=template_debug
$SCONS platform=android arch=arm32 $OPTIONS $OPTIONS_MONO target=template_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 arch=arm64 $OPTIONS $OPTIONS_MONO target=template_debug
$SCONS platform=android arch=arm64 $OPTIONS $OPTIONS_MONO target=template_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 arch=x86_32 $OPTIONS $OPTIONS_MONO target=template_debug
$SCONS platform=android arch=x86_32 $OPTIONS $OPTIONS_MONO target=template_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
$SCONS platform=android arch=x86_64 $OPTIONS $OPTIONS_MONO target=template_debug
$SCONS platform=android arch=x86_64 $OPTIONS $OPTIONS_MONO target=template_release
$SCONS platform=android android_arch=x86_64 $OPTIONS $OPTIONS_MONO mono_prefix=/root/mono-installs/android-x86_64-release tools=no target=release_debug
$SCONS platform=android android_arch=x86_64 $OPTIONS $OPTIONS_MONO mono_prefix=/root/mono-installs/android-x86_64-release tools=no target=release
pushd platform/android/java
./gradlew generateGodotTemplates
@@ -116,6 +83,9 @@ if false; then
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/
fi
echo "Android build successful"

View File

@@ -1,18 +0,0 @@
#/bin/bash
basedir="$(pwd)"
if [ ! -d "${basedir}/deps/keystore" ]; then
echo "Couldn't find ${basedir}/deps/keystore. Make sure to run this from the root folder of the Git repository."
fi
source ${basedir}/deps/keystore/config.sh
# Release the Godot Android library to MavenCentral
${PODMAN} run -it --rm \
-v ${basedir}/out/android/source:/root/godot -v ${basedir}/deps/keystore:/root/keystore \
localhost/godot-android:${IMAGE_VERSION} bash -c \
"source /root/keystore/config.sh && \
cp -r /root/godot/.gradle /root && \
cd /root/godot/platform/android/java && \
./gradlew publishTemplateReleasePublicationToSonatypeRepository --max-workers 1 closeAndReleaseSonatypeStagingRepository"

View File

@@ -8,10 +8,10 @@ export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
# Keep LTO disabled for iOS - it works but it makes linking apps on deploy very slow,
# which is seen as a regression in the current workflow.
export OPTIONS="production=yes use_lto=no"
export OPTIONS_MONO="module_mono_enabled=yes"
export OPTIONS_MONO="module_mono_enabled=yes mono_static=yes"
export TERM=xterm
export IOS_SDK="16.1"
export IOS_SDK="15.4"
export IOS_LIPO="/root/ioscross/arm64/bin/arm-apple-darwin11-lipo"
rm -rf godot
@@ -21,77 +21,96 @@ tar xf /root/godot.tar.gz --strip-components=1
# Classical
dnf -y install gettext
if [ "${CLASSICAL}" == "1" ]; then
echo "Starting classical build for iOS..."
# arm64 device
$SCONS platform=ios $OPTIONS arch=arm64 ios_simulator=no target=template_debug \
IOS_SDK_PATH="/root/ioscross/arm64/SDK/iPhoneOS${IOS_SDK}.sdk" IOS_TOOLCHAIN_PATH="/root/ioscross/arm64/" ios_triple="arm-apple-darwin11-"
$SCONS platform=ios $OPTIONS arch=arm64 ios_simulator=no target=template_release \
IOS_SDK_PATH="/root/ioscross/arm64/SDK/iPhoneOS${IOS_SDK}.sdk" IOS_TOOLCHAIN_PATH="/root/ioscross/arm64/" ios_triple="arm-apple-darwin11-"
$SCONS platform=iphone $OPTIONS arch=arm64 tools=no ios_simulator=no target=release_debug \
IPHONESDK="/root/ioscross/arm64/SDK/iPhoneOS${IOS_SDK}.sdk" IPHONEPATH="/root/ioscross/arm64/" ios_triple="arm-apple-darwin11-"
$SCONS platform=iphone $OPTIONS arch=arm64 tools=no ios_simulator=no target=release \
IPHONESDK="/root/ioscross/arm64/SDK/iPhoneOS${IOS_SDK}.sdk" IPHONEPATH="/root/ioscross/arm64/" ios_triple="arm-apple-darwin11-"
# arm64 simulator
# Disabled for now as it doesn't work with cctools-port and current LLVM.
# See https://github.com/godotengine/build-containers/pull/85.
#$SCONS platform=ios $OPTIONS arch=arm64 ios_simulator=yes target=template_debug \
# IOS_SDK_PATH="/root/ioscross/arm64_sim/SDK/iPhoneOS${IOS_SDK}.sdk" IOS_TOOLCHAIN_PATH="/root/ioscross/arm64_sim/" ios_triple="arm-apple-darwin11-"
#$SCONS platform=ios $OPTIONS arch=arm64 ios_simulator=no target=template_release \
# IOS_SDK_PATH="/root/ioscross/arm64_sim/SDK/iPhoneOS${IOS_SDK}.sdk" IOS_TOOLCHAIN_PATH="/root/ioscross/arm64_sim/" ios_triple="arm-apple-darwin11-"
#$SCONS platform=iphone $OPTIONS arch=arm64 tools=no ios_simulator=yes target=release_debug \
# IPHONESDK="/root/ioscross/arm64_sim/SDK/iPhoneOS${IOS_SDK}.sdk" IPHONEPATH="/root/ioscross/arm64_sim/" ios_triple="arm-apple-darwin11-"
#$SCONS platform=iphone $OPTIONS arch=arm64 tools=no ios_simulator=no target=release \
# IPHONESDK="/root/ioscross/arm64_sim/SDK/iPhoneOS${IOS_SDK}.sdk" IPHONEPATH="/root/ioscross/arm64_sim/" ios_triple="arm-apple-darwin11-"
# x86_64 simulator
$SCONS platform=ios $OPTIONS arch=x86_64 ios_simulator=yes target=template_debug \
IOS_SDK_PATH="/root/ioscross/x86_64_sim/SDK/iPhoneOS${IOS_SDK}.sdk" IOS_TOOLCHAIN_PATH="/root/ioscross/x86_64_sim/" ios_triple="x86_64-apple-darwin11-"
$SCONS platform=ios $OPTIONS arch=x86_64 ios_simulator=yes target=template_release \
IOS_SDK_PATH="/root/ioscross/x86_64_sim/SDK/iPhoneOS${IOS_SDK}.sdk" IOS_TOOLCHAIN_PATH="/root/ioscross/x86_64_sim/" ios_triple="x86_64-apple-darwin11-"
$SCONS platform=iphone $OPTIONS arch=x86_64 tools=no ios_simulator=yes target=release_debug \
IPHONESDK="/root/ioscross/x86_64_sim/SDK/iPhoneOS${IOS_SDK}.sdk" IPHONEPATH="/root/ioscross/x86_64_sim/" ios_triple="x86_64-apple-darwin11-"
$SCONS platform=iphone $OPTIONS arch=x86_64 tools=no ios_simulator=yes target=release \
IPHONESDK="/root/ioscross/x86_64_sim/SDK/iPhoneOS${IOS_SDK}.sdk" IPHONEPATH="/root/ioscross/x86_64_sim/" ios_triple="x86_64-apple-darwin11-"
mkdir -p /root/out/templates
cp bin/libgodot.ios.template_release.arm64.a /root/out/templates/libgodot.ios.a
cp bin/libgodot.ios.template_debug.arm64.a /root/out/templates/libgodot.ios.debug.a
#$IOS_LIPO -create bin/libgodot.ios.template_release.arm64.simulator.a bin/libgodot.ios.template_release.x86_64.simulator.a -output /root/out/templates/libgodot.ios.simulator.a
#$IOS_LIPO -create bin/libgodot.ios.template_debug.arm64.simulator.a bin/libgodot.ios.template_debug.x86_64.simulator.a -output /root/out/templates/libgodot.ios.debug.simulator.a
cp bin/libgodot.ios.template_release.x86_64.simulator.a /root/out/templates/libgodot.ios.simulator.a
cp bin/libgodot.ios.template_debug.x86_64.simulator.a /root/out/templates/libgodot.ios.debug.simulator.a
cp bin/libgodot.iphone.opt.arm64.a /root/out/templates/libgodot.iphone.a
cp bin/libgodot.iphone.opt.debug.arm64.a /root/out/templates/libgodot.iphone.debug.a
#$IOS_LIPO -create bin/libgodot.iphone.opt.arm64.simulator.a bin/libgodot.iphone.opt.x86_64.simulator.a -output /root/out/templates/libgodot.iphone.simulator.a
#$IOS_LIPO -create bin/libgodot.iphone.opt.debug.arm64.simulator.a bin/libgodot.iphone.opt.debug.x86_64.simulator.a -output /root/out/templates/libgodot.iphone.debug.simulator.a
cp bin/libgodot.iphone.opt.x86_64.simulator.a /root/out/templates/libgodot.iphone.simulator.a
cp bin/libgodot.iphone.opt.debug.x86_64.simulator.a /root/out/templates/libgodot.iphone.debug.simulator.a
fi
# Mono
# No iOS support with .NET 6 yet.
#if [ "${MONO}" == "1" ]; then
if false; then
if [ "${MONO}" == "1" ]; then
echo "Starting Mono build for iOS..."
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/
# arm64 device
$SCONS platform=ios $OPTIONS $OPTIONS_MONO arch=arm64 ios_simulator=no target=template_debug \
IOS_SDK_PATH="/root/ioscross/arm64/SDK/iPhoneOS${IOS_SDK}.sdk" IOS_TOOLCHAIN_PATH="/root/ioscross/arm64/" ios_triple="arm-apple-darwin11-"
$SCONS platform=ios $OPTIONS $OPTIONS_MONO arch=arm64 ios_simulator=no target=template_release \
IOS_SDK_PATH="/root/ioscross/arm64/SDK/iPhoneOS${IOS_SDK}.sdk" IOS_TOOLCHAIN_PATH="/root/ioscross/arm64/" ios_triple="arm-apple-darwin11-"
$SCONS platform=iphone $OPTIONS $OPTIONS_MONO arch=arm64 ios_simulator=no mono_prefix=/root/mono-installs/ios-arm64-release tools=no target=release_debug \
IPHONESDK="/root/ioscross/arm64/SDK/iPhoneOS${IOS_SDK}.sdk" IPHONEPATH="/root/ioscross/arm64/" ios_triple="arm-apple-darwin11-"
$SCONS platform=iphone $OPTIONS $OPTIONS_MONO arch=arm64 ios_simulator=no mono_prefix=/root/mono-installs/ios-arm64-release tools=no target=release \
IPHONESDK="/root/ioscross/arm64/SDK/iPhoneOS${IOS_SDK}.sdk" IPHONEPATH="/root/ioscross/arm64/" ios_triple="arm-apple-darwin11-"
# arm64 simulator
# Disabled for now as it doesn't work with cctools-port and current LLVM.
# See https://github.com/godotengine/build-containers/pull/85.
#$SCONS platform=ios $OPTIONS $OPTIONS_MONO arch=arm64 ios_simulator=yes target=template_debug \
# IOS_SDK_PATH="/root/ioscross/arm64_sim/SDK/iPhoneOS${IOS_SDK}.sdk" IOS_TOOLCHAIN_PATH="/root/ioscross/arm64_sim/" ios_triple="arm-apple-darwin11-"
#$SCONS platform=ios $OPTIONS $OPTIONS_MONO arch=arm64 ios_simulator=yes target=template_release \
# IOS_SDK_PATH="/root/ioscross/arm64_sim/SDK/iPhoneOS${IOS_SDK}.sdk" IOS_TOOLCHAIN_PATH="/root/ioscross/arm64_sim/" ios_triple="arm-apple-darwin11-"
#$SCONS platform=iphone $OPTIONS $OPTIONS_MONO arch=arm64 ios_simulator=yes mono_prefix=/root/mono-installs/ios-arm64-sim-release tools=no target=release_debug \
# IPHONESDK="/root/ioscross/arm64_sim/SDK/iPhoneOS${IOS_SDK}.sdk" IPHONEPATH="/root/ioscross/arm64_sim/" ios_triple="arm-apple-darwin11-"
#$SCONS platform=iphone $OPTIONS $OPTIONS_MONO arch=arm64 ios_simulator=yes mono_prefix=/root/mono-installs/ios-arm64-sim-release tools=no target=release \
# IPHONESDK="/root/ioscross/arm64_sim/SDK/iPhoneOS${IOS_SDK}.sdk" IPHONEPATH="/root/ioscross/arm64_sim/" ios_triple="arm-apple-darwin11-"
# x86_64 simulator
$SCONS platform=ios $OPTIONS $OPTIONS_MONO arch=x86_64 ios_simulator=yes target=template_debug \
IOS_SDK_PATH="/root/ioscross/x86_64_sim/SDK/iPhoneOS${IOS_SDK}.sdk" IOS_TOOLCHAIN_PATH="/root/ioscross/x86_64_sim/" ios_triple="x86_64-apple-darwin11-"
$SCONS platform=ios $OPTIONS $OPTIONS_MONO arch=x86_64 ios_simulator=yes target=template_release \
IOS_SDK_PATH="/root/ioscross/x86_64_sim/SDK/iPhoneOS${IOS_SDK}.sdk" IOS_TOOLCHAIN_PATH="/root/ioscross/x86_64_sim/" ios_triple="x86_64-apple-darwin11-"
$SCONS platform=iphone $OPTIONS $OPTIONS_MONO arch=x86_64 ios_simulator=yes mono_prefix=/root/mono-installs/ios-x86_64-release tools=no target=release_debug \
IPHONESDK="/root/ioscross/x86_64_sim/SDK/iPhoneOS${IOS_SDK}.sdk" IPHONEPATH="/root/ioscross/x86_64_sim/" ios_triple="x86_64-apple-darwin11-"
$SCONS platform=iphone $OPTIONS $OPTIONS_MONO arch=x86_64 ios_simulator=yes mono_prefix=/root/mono-installs/ios-x86_64-release tools=no target=release \
IPHONESDK="/root/ioscross/x86_64_sim/SDK/iPhoneOS${IOS_SDK}.sdk" IPHONEPATH="/root/ioscross/x86_64_sim/" ios_triple="x86_64-apple-darwin11-"
mkdir -p /root/out/templates-mono
cp bin/libgodot.ios.template_release.arm64.a /root/out/templates-mono/libgodot.ios.a
cp bin/libgodot.ios.template_debug.arm64.a /root/out/templates-mono/libgodot.ios.debug.a
#$IOS_LIPO -create bin/libgodot.ios.template_release.arm64.simulator.a bin/libgodot.ios.template_release.x86_64.simulator.a -output /root/out/templates-mono/libgodot.ios.simulator.a
#$IOS_LIPO -create bin/libgodot.ios.template_debug.arm64.simulator.a bin/libgodot.ios.template_debug.x86_64.simulator.a -output /root/out/templates-mono/libgodot.ios.debug.simulator.a
cp bin/libgodot.ios.template_release.x86_64.simulator.a /root/out/templates-mono/libgodot.ios.simulator.a
cp bin/libgodot.ios.template_debug.x86_64.simulator.a /root/out/templates-mono/libgodot.ios.debug.simulator.a
cp bin/libgodot.iphone.opt.arm64.a /root/out/templates-mono/libgodot.iphone.a
cp bin/libgodot.iphone.opt.debug.arm64.a /root/out/templates-mono/libgodot.iphone.debug.a
#$IOS_LIPO -create bin/libgodot.iphone.opt.arm64.simulator.a bin/libgodot.iphone.opt.x86_64.simulator.a -output /root/out/templates-mono/libgodot.iphone.simulator.a
#$IOS_LIPO -create bin/libgodot.iphone.opt.debug.arm64.simulator.a bin/libgodot.iphone.opt.debug.x86_64.simulator.a -output /root/out/templates-mono/libgodot.iphone.debug.simulator.a
cp bin/libgodot.iphone.opt.x86_64.simulator.a /root/out/templates-mono/libgodot.iphone.simulator.a
cp bin/libgodot.iphone.opt.debug.x86_64.simulator.a /root/out/templates-mono/libgodot.iphone.debug.simulator.a
cp -r misc/dist/iphone-mono-libs /root/out/templates-mono/iphone-mono-libs
cp bin/libmonosgen-2.0.iphone.arm64.a /root/out/templates-mono/iphone-mono-libs/libmonosgen-2.0.xcframework/ios-arm64/libmonosgen.a
cp bin/libmono-native.iphone.arm64.a /root/out/templates-mono/iphone-mono-libs/libmono-native.xcframework/ios-arm64/libmono-native.a
cp bin/libmono-profiler-log.iphone.arm64.a /root/out/templates-mono/iphone-mono-libs/libmono-profiler-log.xcframework/ios-arm64/libmono-profiler-log.a
#$IOS_LIPO -create bin/libmonosgen-2.0.iphone.arm64.simulator.a bin/libmonosgen-2.0.iphone.x86_64.simulator.a -output /root/out/templates-mono/iphone-mono-libs/libmonosgen-2.0.xcframework/ios-arm64_x86_64-simulator/libmonosgen.a
#$IOS_LIPO -create bin/libmono-native.iphone.arm64.simulator.a bin/libmono-native.iphone.x86_64.simulator.a -output /root/out/templates-mono/iphone-mono-libs/libmono-native.xcframework/ios-arm64_x86_64-simulator/libmono-native.a
#$IOS_LIPO -create bin/libmono-profiler-log.iphone.arm64.simulator.a bin/libmono-profiler-log.iphone.x86_64.simulator.a -output /root/out/templates-mono/iphone-mono-libs/libmono-profiler-log.xcframework/ios-arm64_x86_64-simulator/libmono-profiler-log.a
cp bin/libmonosgen-2.0.iphone.x86_64.simulator.a /root/out/templates-mono/iphone-mono-libs/libmonosgen-2.0.xcframework/ios-arm64_x86_64-simulator/libmonosgen.a
cp bin/libmono-native.iphone.x86_64.simulator.a /root/out/templates-mono/iphone-mono-libs/libmono-native.xcframework/ios-arm64_x86_64-simulator/libmono-native.a
cp bin/libmono-profiler-log.iphone.x86_64.simulator.a /root/out/templates-mono/iphone-mono-libs/libmono-profiler-log.xcframework/ios-arm64_x86_64-simulator/libmono-profiler-log.a
# The Mono libraries for the interpreter are not available for simulator builds
cp bin/libmono-ee-interp.iphone.arm64.a /root/out/templates-mono/iphone-mono-libs/libmono-ee-interp.xcframework/ios-arm64/libmono-ee-interp.a
cp bin/libmono-icall-table.iphone.arm64.a /root/out/templates-mono/iphone-mono-libs/libmono-icall-table.xcframework/ios-arm64/libmono-icall-table.a
cp bin/libmono-ilgen.iphone.arm64.a /root/out/templates-mono/iphone-mono-libs/libmono-ilgen.xcframework/ios-arm64/libmono-ilgen.a
mkdir -p /root/out/templates-mono/bcl
cp -r /root/mono-installs/ios-bcl/* /root/out/templates-mono/bcl
fi
echo "iOS build successful"

67
build-javascript/build.sh Executable file
View File

@@ -0,0 +1,67 @@
#!/bin/bash
set -e
# Config
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS="production=yes"
export OPTIONS_MONO="module_mono_enabled=yes mono_static=yes mono_prefix=/root/mono-installs/wasm-runtime-release use_lto=no"
export TERM=xterm
rm -rf godot
mkdir godot
cd godot
tar xf /root/godot.tar.gz --strip-components=1
# Classical
if [ "${CLASSICAL}" == "1" ]; then
echo "Starting classical build for JavaScript..."
source /root/emsdk_${EMSCRIPTEN_CLASSICAL}/emsdk_env.sh
$SCONS platform=javascript ${OPTIONS} target=release_debug tools=no
$SCONS platform=javascript ${OPTIONS} target=release tools=no
$SCONS platform=javascript ${OPTIONS} target=release_debug tools=no threads_enabled=yes
$SCONS platform=javascript ${OPTIONS} target=release tools=no threads_enabled=yes
$SCONS platform=javascript ${OPTIONS} target=release_debug tools=no gdnative_enabled=yes
$SCONS platform=javascript ${OPTIONS} target=release tools=no gdnative_enabled=yes
mkdir -p /root/out/templates
cp -rvp bin/*.zip /root/out/templates
rm -f bin/*.zip
$SCONS platform=javascript ${OPTIONS} target=release_debug tools=yes threads_enabled=yes use_closure_compiler=yes
mkdir -p /root/out/tools
cp -rvp bin/*.zip /root/out/tools
rm -f bin/*.zip
fi
# Mono
if [ "${MONO}" == "1" ]; then
echo "Starting Mono build for JavaScript..."
source /root/emsdk_${EMSCRIPTEN_MONO}/emsdk_env.sh
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=javascript ${OPTIONS} ${OPTIONS_MONO} target=release_debug tools=no
$SCONS platform=javascript ${OPTIONS} ${OPTIONS_MONO} target=release tools=no
mkdir -p /root/out/templates-mono
cp -rvp bin/*.zip /root/out/templates-mono
rm -f bin/*.zip
mkdir -p /root/out/templates-mono/bcl
cp -r /root/mono-installs/wasm-bcl/wasm /root/out/templates-mono/bcl/
fi
echo "JavaScript build successful"

View File

@@ -6,7 +6,9 @@ set -e
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS="production=yes"
export OPTIONS_MONO="module_mono_enabled=yes"
export OPTIONS_MONO="module_mono_enabled=yes mono_static=yes"
export MONO_PREFIX_X86_64="/root/mono-installs/desktop-linux-x86_64-release"
export MONO_PREFIX_X86="/root/mono-installs/desktop-linux-x86-release"
export TERM=xterm
rm -rf godot
@@ -14,11 +16,6 @@ mkdir godot
cd godot
tar xf /root/godot.tar.gz --strip-components=1
# pkg-config wrongly points to lib instead of lib64 for arch-dependent header.
sed -i ${GODOT_SDK_LINUX_X86_64}/x86_64-godot-linux-gnu/sysroot/usr/lib/pkgconfig/dbus-1.pc -e "s@/lib@/lib64@g"
dnf -y install gettext
# Classical
if [ "${CLASSICAL}" == "1" ]; then
@@ -26,28 +23,28 @@ if [ "${CLASSICAL}" == "1" ]; then
export PATH="${GODOT_SDK_LINUX_X86_64}/bin:${BASE_PATH}"
$SCONS platform=linuxbsd arch=x86_64 $OPTIONS target=editor
mkdir -p /root/out/x86_64/tools
cp -rvp bin/* /root/out/x86_64/tools
$SCONS platform=x11 $OPTIONS tools=yes target=release_debug
mkdir -p /root/out/x64/tools
cp -rvp bin/* /root/out/x64/tools
rm -rf bin
$SCONS platform=linuxbsd arch=x86_64 $OPTIONS target=template_debug
$SCONS platform=linuxbsd arch=x86_64 $OPTIONS target=template_release
mkdir -p /root/out/x86_64/templates
cp -rvp bin/* /root/out/x86_64/templates
$SCONS platform=x11 $OPTIONS tools=no target=release_debug
$SCONS platform=x11 $OPTIONS tools=no target=release
mkdir -p /root/out/x64/templates
cp -rvp bin/* /root/out/x64/templates
rm -rf bin
export PATH="${GODOT_SDK_LINUX_X86}/bin:${BASE_PATH}"
$SCONS platform=linuxbsd arch=x86_32 $OPTIONS target=editor
mkdir -p /root/out/x86_32/tools
cp -rvp bin/* /root/out/x86_32/tools
$SCONS platform=x11 $OPTIONS tools=yes target=release_debug bits=32
mkdir -p /root/out/x86/tools
cp -rvp bin/* /root/out/x86/tools
rm -rf bin
$SCONS platform=linuxbsd arch=x86_32 $OPTIONS target=template_debug
$SCONS platform=linuxbsd arch=x86_32 $OPTIONS target=template_release
mkdir -p /root/out/x86_32/templates
cp -rvp bin/* /root/out/x86_32/templates
$SCONS platform=x11 $OPTIONS tools=no target=release_debug bits=32
$SCONS platform=x11 $OPTIONS tools=no target=release bits=32
mkdir -p /root/out/x86/templates
cp -rvp bin/* /root/out/x86/templates
rm -rf bin
fi
@@ -56,35 +53,36 @@ fi
if [ "${MONO}" == "1" ]; then
echo "Starting Mono build for Linux..."
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/
export PATH="${GODOT_SDK_LINUX_X86_64}/bin:${BASE_PATH}"
export OPTIONS_MONO_PREFIX="${OPTIONS} ${OPTIONS_MONO} mono_prefix=${MONO_PREFIX_X86_64}"
$SCONS platform=linuxbsd arch=x86_64 $OPTIONS $OPTIONS_MONO target=editor
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=linuxbsd
mkdir -p /root/out/x86_64/tools-mono
cp -rvp bin/* /root/out/x86_64/tools-mono
$SCONS platform=x11 $OPTIONS_MONO_PREFIX tools=yes target=release_debug copy_mono_root=yes
mkdir -p /root/out/x64/tools-mono
cp -rvp bin/* /root/out/x64/tools-mono
rm -rf bin
$SCONS platform=linuxbsd arch=x86_64 $OPTIONS $OPTIONS_MONO target=template_debug
$SCONS platform=linuxbsd arch=x86_64 $OPTIONS $OPTIONS_MONO target=template_release
mkdir -p /root/out/x86_64/templates-mono
cp -rvp bin/* /root/out/x86_64/templates-mono
$SCONS platform=x11 $OPTIONS_MONO_PREFIX tools=no target=release_debug
$SCONS platform=x11 $OPTIONS_MONO_PREFIX tools=no target=release
mkdir -p /root/out/x64/templates-mono
cp -rvp bin/* /root/out/x64/templates-mono
rm -rf bin
export PATH="${GODOT_SDK_LINUX_X86}/bin:${BASE_PATH}"
export OPTIONS_MONO_PREFIX="${OPTIONS} ${OPTIONS_MONO} mono_prefix=${MONO_PREFIX_X86}"
$SCONS platform=linuxbsd arch=x86_32 $OPTIONS $OPTIONS_MONO target=editor
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=linuxbsd
mkdir -p /root/out/x86_32/tools-mono
cp -rvp bin/* /root/out/x86_32/tools-mono
$SCONS platform=x11 $OPTIONS_MONO_PREFIX tools=yes target=release_debug copy_mono_root=yes bits=32
mkdir -p /root/out/x86/tools-mono
cp -rvp bin/* /root/out/x86/tools-mono
rm -rf bin
$SCONS platform=linuxbsd arch=x86_32 $OPTIONS $OPTIONS_MONO target=template_debug
$SCONS platform=linuxbsd arch=x86_32 $OPTIONS $OPTIONS_MONO target=template_release
mkdir -p /root/out/x86_32/templates-mono
cp -rvp bin/* /root/out/x86_32/templates-mono
$SCONS platform=x11 $OPTIONS_MONO_PREFIX tools=no target=release_debug bits=32
$SCONS platform=x11 $OPTIONS_MONO_PREFIX tools=no target=release bits=32
mkdir -p /root/out/x86/templates-mono
cp -rvp bin/* /root/out/x86/templates-mono
rm -rf bin
fi

View File

@@ -1,80 +0,0 @@
#!/bin/bash
set -e
# Config
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS="osxcross_sdk=darwin22 production=yes use_volk=no vulkan_sdk_path=/root/vulkansdk"
export OPTIONS_MONO="module_mono_enabled=yes"
export STRIP="x86_64-apple-darwin22-strip -u -r"
export TERM=xterm
rm -rf godot
mkdir godot
cd godot
tar xf /root/godot.tar.gz --strip-components=1
# Classical
dnf -y install gettext
if [ "${CLASSICAL}" == "1" ]; then
echo "Starting classical build for macOS..."
$SCONS platform=macos $OPTIONS arch=x86_64 target=editor
$SCONS platform=macos $OPTIONS arch=arm64 target=editor
lipo -create bin/godot.macos.editor.x86_64 bin/godot.macos.editor.arm64 -output bin/godot.macos.editor.universal
$STRIP bin/godot.macos.editor.universal
mkdir -p /root/out/tools
cp -rvp bin/* /root/out/tools
rm -rf bin
$SCONS platform=macos $OPTIONS arch=x86_64 target=template_debug
$SCONS platform=macos $OPTIONS arch=arm64 target=template_debug
lipo -create bin/godot.macos.template_debug.x86_64 bin/godot.macos.template_debug.arm64 -output bin/godot.macos.template_debug.universal
$STRIP bin/godot.macos.template_debug.universal
$SCONS platform=macos $OPTIONS arch=x86_64 target=template_release
$SCONS platform=macos $OPTIONS arch=arm64 target=template_release
lipo -create bin/godot.macos.template_release.x86_64 bin/godot.macos.template_release.arm64 -output bin/godot.macos.template_release.universal
$STRIP bin/godot.macos.template_release.universal
mkdir -p /root/out/templates
cp -rvp bin/* /root/out/templates
rm -rf bin
fi
# Mono
if [ "${MONO}" == "1" ]; then
echo "Starting Mono build for macOS..."
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=macos $OPTIONS $OPTIONS_MONO arch=x86_64 target=editor
$SCONS platform=macos $OPTIONS $OPTIONS_MONO arch=arm64 target=editor
lipo -create bin/godot.macos.editor.x86_64.mono bin/godot.macos.editor.arm64.mono -output bin/godot.macos.editor.universal.mono
$STRIP bin/godot.macos.editor.universal.mono
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=macos
mkdir -p /root/out/tools-mono
cp -rvp bin/* /root/out/tools-mono
rm -rf bin
$SCONS platform=macos $OPTIONS $OPTIONS_MONO arch=x86_64 target=template_debug
$SCONS platform=macos $OPTIONS $OPTIONS_MONO arch=arm64 target=template_debug
lipo -create bin/godot.macos.template_debug.x86_64.mono bin/godot.macos.template_debug.arm64.mono -output bin/godot.macos.template_debug.universal.mono
$STRIP bin/godot.macos.template_debug.universal.mono
$SCONS platform=macos $OPTIONS $OPTIONS_MONO arch=x86_64 target=template_release
$SCONS platform=macos $OPTIONS $OPTIONS_MONO arch=arm64 target=template_release
lipo -create bin/godot.macos.template_release.x86_64.mono bin/godot.macos.template_release.arm64.mono -output bin/godot.macos.template_release.universal.mono
$STRIP bin/godot.macos.template_release.universal.mono
mkdir -p /root/out/templates-mono
cp -rvp bin/* /root/out/templates-mono
rm -rf bin
fi
echo "macOS build successful"

99
build-macosx/build.sh Executable file
View File

@@ -0,0 +1,99 @@
#!/bin/bash
set -e
# Config
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS="osxcross_sdk=darwin21.4 production=yes"
export OPTIONS_MONO="module_mono_enabled=yes mono_static=yes"
export MONO_PREFIX_X86_64="/root/mono-installs/desktop-osx-x86_64-release"
export MONO_PREFIX_ARM64="/root/mono-installs/desktop-osx-arm64-release"
export STRIP="x86_64-apple-darwin21.4-strip -u -r"
export TERM=xterm
rm -rf godot
mkdir godot
cd godot
tar xf /root/godot.tar.gz --strip-components=1
# Classical
if [ "${CLASSICAL}" == "1" ]; then
echo "Starting classical build for macOS..."
$SCONS platform=osx $OPTIONS arch=x86_64 tools=yes target=release_debug
$SCONS platform=osx $OPTIONS arch=arm64 tools=yes target=release_debug
lipo -create bin/godot.osx.opt.tools.x86_64 bin/godot.osx.opt.tools.arm64 -output bin/godot.osx.opt.tools.universal
$STRIP bin/godot.osx.opt.tools.universal
mkdir -p /root/out/tools
cp -rvp bin/* /root/out/tools
rm -rf bin
$SCONS platform=osx $OPTIONS arch=x86_64 tools=no target=release_debug
$SCONS platform=osx $OPTIONS arch=arm64 tools=no target=release_debug
lipo -create bin/godot.osx.opt.debug.x86_64 bin/godot.osx.opt.debug.arm64 -output bin/godot.osx.opt.debug.universal
$STRIP bin/godot.osx.opt.debug.universal
$SCONS platform=osx $OPTIONS arch=x86_64 tools=no target=release
$SCONS platform=osx $OPTIONS arch=arm64 tools=no target=release
lipo -create bin/godot.osx.opt.x86_64 bin/godot.osx.opt.arm64 -output bin/godot.osx.opt.universal
$STRIP bin/godot.osx.opt.universal
mkdir -p /root/out/templates
cp -rvp bin/* /root/out/templates
rm -rf bin
fi
# Mono
if [ "${MONO}" == "1" ]; then
echo "Starting Mono build for macOS..."
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/
# Note: A bit of dylib wrangling involved as x86_64 and arm64 builds both generate GodotSharp
# so the second build overrides the first, but we need to lipo the libs to make them universal.
# We also need to ensure that /etc/mono/config has the proper filenames (keep arm64 as the last
# build so that we rely on its config, which has libmono-native.dylib instead of
# libmono-native-compat.dylib).
mkdir -p tmp-lib/{x86_64,arm64}
$SCONS platform=osx $OPTIONS $OPTIONS_MONO mono_prefix=$MONO_PREFIX_X86_64 arch=x86_64 tools=yes target=release_debug copy_mono_root=yes
cp bin/GodotSharp/Mono/lib/*.dylib tmp-lib/x86_64/
$SCONS platform=osx $OPTIONS $OPTIONS_MONO mono_prefix=$MONO_PREFIX_ARM64 arch=arm64 tools=yes target=release_debug copy_mono_root=yes
cp bin/GodotSharp/Mono/lib/*.dylib tmp-lib/arm64/
lipo -create bin/godot.osx.opt.tools.x86_64.mono bin/godot.osx.opt.tools.arm64.mono -output bin/godot.osx.opt.tools.universal.mono
$STRIP bin/godot.osx.opt.tools.universal.mono
# 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
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/
mkdir -p /root/out/tools-mono
cp -rvp bin/* /root/out/tools-mono
rm -rf bin
$SCONS platform=osx $OPTIONS $OPTIONS_MONO mono_prefix=$MONO_PREFIX_X86_64 arch=x86_64 tools=no target=release_debug
$SCONS platform=osx $OPTIONS $OPTIONS_MONO mono_prefix=$MONO_PREFIX_ARM64 arch=arm64 tools=no target=release_debug
lipo -create bin/godot.osx.opt.debug.x86_64.mono bin/godot.osx.opt.debug.arm64.mono -output bin/godot.osx.opt.debug.universal.mono
$STRIP bin/godot.osx.opt.debug.universal.mono
$SCONS platform=osx $OPTIONS $OPTIONS_MONO mono_prefix=$MONO_PREFIX_X86_64 arch=x86_64 tools=no target=release
$SCONS platform=osx $OPTIONS $OPTIONS_MONO mono_prefix=$MONO_PREFIX_ARM64 arch=arm64 tools=no target=release
lipo -create bin/godot.osx.opt.x86_64.mono bin/godot.osx.opt.arm64.mono -output bin/godot.osx.opt.universal.mono
$STRIP bin/godot.osx.opt.universal.mono
cp -f tmp-lib/*.dylib bin/data.mono.osx.64.release/Mono/lib/
cp -f tmp-lib/*.dylib bin/data.mono.osx.64.release_debug/Mono/lib/
mkdir -p /root/out/templates-mono
cp -rvp bin/* /root/out/templates-mono
rm -rf bin
fi
echo "macOS build successful"

View File

@@ -8,32 +8,24 @@ export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS="debug_symbols=no use_static_cpp=no"
export TERM=xterm
export DISPLAY=:0
export PATH="${GODOT_SDK_LINUX_X86_64}/bin:${BASE_PATH}"
rm -rf godot
mkdir godot
cd godot
tar xf ../godot.tar.gz --strip-components=1
# pkg-config wrongly points to lib instead of lib64 for arch-dependent header.
sed -i ${GODOT_SDK_LINUX_X86_64}/x86_64-godot-linux-gnu/sysroot/usr/lib/pkgconfig/dbus-1.pc -e "s@/lib@/lib64@g"
# Temporarily until we make --headless mode actually skip X11.
dnf install -y libX11 libXcursor libXrandr libXinerama libXi mesa-libGL
dnf -y install gettext
# Mono
if [ "${MONO}" == "1" ]; then
echo "Building and generating Mono glue..."
dotnet --info
mono --version
export PKG_CONFIG_PATH=$PKG_CONFIG_PATH:/usr/lib/pkgconfig/
${SCONS} platform=linuxbsd ${OPTIONS} target=editor module_mono_enabled=yes
${SCONS} platform=x11 bits=64 ${OPTIONS} target=release_debug tools=yes module_mono_enabled=yes mono_glue=no
rm -rf /root/mono-glue/*
bin/godot.linuxbsd.editor.x86_64.mono --headless --generate-mono-glue /root/mono-glue
xvfb-run bin/godot.x11.opt.tools.64.mono --audio-driver Dummy --generate-mono-glue /root/mono-glue || /bin/true
fi
echo "Mono glue generated successfully"

View File

@@ -1,7 +1,6 @@
#!/bin/bash
set -e
export basedir=$(pwd)
# Config
@@ -27,7 +26,7 @@ sign_macos() {
if [ -z "${OSX_HOST}" ]; then
return
fi
_macos_tmpdir=$(ssh "${OSX_HOST}" "mktemp -d")
_osx_tmpdir=$(ssh "${OSX_HOST}" "mktemp -d")
_reldir="$1"
_binname="$2"
_is_mono="$3"
@@ -35,35 +34,36 @@ sign_macos() {
if [[ "${_is_mono}" == "1" ]]; then
_appname="Godot_mono.app"
_sharpdir="${_appname}/Contents/Resources/GodotSharp"
_extra_files="${_sharpdir}/Mono/lib/*.dylib ${_sharpdir}/Tools/aot-compilers/*/*"
else
_appname="Godot.app"
fi
scp "${_reldir}/${_binname}.zip" "${OSX_HOST}:${_macos_tmpdir}"
scp "${basedir}/git/misc/dist/macos/editor.entitlements" "${OSX_HOST}:${_macos_tmpdir}"
scp "${_reldir}/${_binname}.zip" "${OSX_HOST}:${_osx_tmpdir}"
scp "${basedir}/git/misc/dist/osx/editor.entitlements" "${OSX_HOST}:${_osx_tmpdir}"
ssh "${OSX_HOST}" "
cd ${_macos_tmpdir} && \
cd ${_osx_tmpdir} && \
unzip ${_binname}.zip && \
codesign --force --timestamp \
--options=runtime --entitlements editor.entitlements \
-s ${OSX_KEY_ID} -v ${_appname} && \
-s ${OSX_KEY_ID} -v ${_extra_files} ${_appname} && \
zip -r ${_binname}_signed.zip ${_appname}"
_request_uuid=$(ssh "${OSX_HOST}" "xcrun notarytool submit ${_macos_tmpdir}/${_binname}_signed.zip --team-id \"${APPLE_TEAM}\" --apple-id \"${APPLE_ID}\" --password \"${APPLE_ID_PASSWORD}\" --no-progress --output-format json")
_request_uuid=$(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 notarytool log ${_request_uuid} --team-id \"${APPLE_TEAM}\" --apple-id \"${APPLE_ID}\" --password \"${APPLE_ID_PASSWORD}\"")
echo "${_notarization_log}"
ssh "${OSX_HOST}" "rm -rf ${_macos_tmpdir}"
ssh "${OSX_HOST}" "rm -rf ${_osx_tmpdir}"
exit 1
else
ssh "${OSX_HOST}" "
cd ${_macos_tmpdir} && \
cd ${_osx_tmpdir} && \
xcrun stapler staple ${_appname} && \
zip -r ${_binname}_stapled.zip ${_appname}"
scp "${OSX_HOST}:${_macos_tmpdir}/${_binname}_stapled.zip" "${_reldir}/${_binname}.zip"
ssh "${OSX_HOST}" "rm -rf ${_macos_tmpdir}"
scp "${OSX_HOST}:${_osx_tmpdir}/${_binname}_stapled.zip" "${_reldir}/${_binname}.zip"
ssh "${OSX_HOST}" "rm -rf ${_osx_tmpdir}"
fi
}
@@ -71,74 +71,40 @@ sign_macos_template() {
if [ -z "${OSX_HOST}" ]; then
return
fi
_macos_tmpdir=$(ssh "${OSX_HOST}" "mktemp -d")
_osx_tmpdir=$(ssh "${OSX_HOST}" "mktemp -d")
_reldir="$1"
_is_mono="$2"
scp "${_reldir}/macos.zip" "${OSX_HOST}:${_macos_tmpdir}"
if [[ "${_is_mono}" == "1" ]]; then
_extra_files="osx_template.app/Contents/Resources/data.mono.*/Mono/lib/*.dylib"
fi
scp "${_reldir}/osx.zip" "${OSX_HOST}:${_osx_tmpdir}"
ssh "${OSX_HOST}" "
cd ${_macos_tmpdir} && \
unzip macos.zip && \
cd ${_osx_tmpdir} && \
unzip osx.zip && \
codesign --force -s - \
--options=linker-signed \
-v macos_template.app/Contents/MacOS/* && \
zip -r macos_signed.zip macos_template.app"
-v ${_extra_files} osx_template.app/Contents/MacOS/* && \
zip -r osx_signed.zip osx_template.app"
scp "${OSX_HOST}:${_macos_tmpdir}/macos_signed.zip" "${_reldir}/macos.zip"
ssh "${OSX_HOST}" "rm -rf ${_macos_tmpdir}"
}
can_publish_nuget=0
if [ ! -z "${NUGET_SOURCE}" ] && [ ! -z "${NUGET_API_KEY}" ] && [[ $(type -P "dotnet") ]]; then
can_publish_nuget=1
else
echo "Disabling NuGet package publishing as config.sh does not define the required data (NUGET_SOURCE, NUGET_API_KEY), or dotnet can't be found in PATH."
fi
publish_nuget_packages() {
if [ $can_publish_nuget == 0 ]; then
return
fi
for pkg in "$@"; do
dotnet nuget push $pkg --source "${NUGET_SOURCE}" --api-key "${NUGET_API_KEY}" --skip-duplicate
done
}
can_publish_maven=0
if [ ! -d "${basedir}/deps/keystore" ]; then
echo "Disabling Android library publishing as ${basedir}/deps/keystore doesn't exist."
else
can_publish_maven=1
fi
publish_maven_library() {
if [ $can_publish_maven == 0 ]; then
return
fi
# FIXME: Might be worth reworking the script to make it all sudo-safe and use appropriate users throughout.
sudo sh build-android/upload-mavencentral.sh
scp "${OSX_HOST}:${_osx_tmpdir}/osx_signed.zip" "${_reldir}/osx.zip"
ssh "${OSX_HOST}" "rm -rf ${_osx_tmpdir}"
}
godot_version=""
templates_version=""
do_cleanup=1
make_tarball=1
build_classical=1
build_mono=1
publish_nuget=0
publish_maven=0
while getopts "h?v:t:b:p:n-:" opt; do
while getopts "h?v:t:b:" opt; do
case "$opt" in
h|\?)
echo "Usage: $0 [OPTIONS...]"
echo
echo " -v godot version (e.g: 3.2-stable) [mandatory]"
echo " -t templates version (e.g. 3.2.stable) [mandatory]"
echo " -b build target: all|classical|mono|none (default: all)"
echo " -p publish target: all|nuget|maven|none (default: none)"
echo " --no-cleanup disable deleting pre-existing output folders (default: false)"
echo " --no-tarball disable generating source tarball (default: false)"
echo " -b all|classical|mono (default: all)"
echo
exit 1
;;
@@ -153,37 +119,8 @@ while getopts "h?v:t:b:p:n-:" opt; do
build_mono=0
elif [ "$OPTARG" == "mono" ]; then
build_classical=0
elif [ "$OPTARG" == "none" ]; then
build_classical=0
build_mono=0
fi
;;
p)
if [ "$OPTARG" == "nuget" ]; then
publish_nuget=1
elif [ "$OPTARG" == "maven" ]; then
publish_maven=1
elif [ "$OPTARG" == "all" ]; then
publish_nuget=1
publish_maven=1
fi
;;
-)
case "${OPTARG}" in
no-cleanup)
do_cleanup=0
;;
no-tarball)
make_tarball=0
;;
*)
if [ "$OPTERR" == 1 ] && [ "${optspec:0:1}" != ":" ]; then
echo "Unknown option --${OPTARG}."
exit 1
fi
;;
esac
;;
esac
done
@@ -195,6 +132,7 @@ elif [[ "{$templates_version}" == *"-"* ]]; then
exit 1
fi
export basedir=$(pwd)
export webdir="${basedir}/web/${templates_version}"
export reldir="${basedir}/releases/${godot_version}"
export reldir_mono="${reldir}/mono"
@@ -206,30 +144,22 @@ export godot_basename="Godot_v${godot_version}"
# Cleanup and setup
if [ "${do_cleanup}" == "1" ]; then
rm -rf ${webdir}
rm -rf ${reldir}
rm -rf ${tmpdir}
rm -rf ${webdir}
rm -rf ${reldir}
rm -rf ${tmpdir}
mkdir -p ${webdir}
mkdir -p ${reldir}
mkdir -p ${reldir_mono}
mkdir -p ${templatesdir}
mkdir -p ${templatesdir_mono}
fi
mkdir -p ${webdir}
mkdir -p ${reldir}
mkdir -p ${reldir_mono}
mkdir -p ${templatesdir}
mkdir -p ${templatesdir_mono}
# Tarball
if [ "${make_tarball}" == "1" ]; then
zcat godot-${godot_version}.tar.gz | xz -c > ${reldir}/godot-${godot_version}.tar.xz
pushd ${reldir}
sha256sum godot-${godot_version}.tar.xz > godot-${godot_version}.tar.xz.sha256
popd
fi
zcat godot-${godot_version}.tar.gz | xz -c > ${reldir}/godot-${godot_version}.tar.xz
pushd ${reldir}
sha256sum godot-${godot_version}.tar.xz > godot-${godot_version}.tar.xz.sha256
popd
# Classical
@@ -238,111 +168,124 @@ if [ "${build_classical}" == "1" ]; then
## Linux (Classical) ##
# Editor
binname="${godot_basename}_linux.x86_64"
cp out/linux/x86_64/tools/godot.linuxbsd.editor.x86_64 ${binname}
binname="${godot_basename}_x11.64"
cp out/linux/x64/tools/godot.x11.opt.tools.64 ${binname}
strip ${binname}
zip -q -9 "${reldir}/${binname}.zip" ${binname}
rm ${binname}
binname="${godot_basename}_linux.x86_32"
cp out/linux/x86_32/tools/godot.linuxbsd.editor.x86_32 ${binname}
binname="${godot_basename}_x11.32"
cp out/linux/x86/tools/godot.x11.opt.tools.32 ${binname}
strip ${binname}
zip -q -9 "${reldir}/${binname}.zip" ${binname}
rm ${binname}
# Templates
cp out/linux/x86_64/templates/godot.linuxbsd.template_release.x86_64 ${templatesdir}/linux_release.x86_64
cp out/linux/x86_64/templates/godot.linuxbsd.template_debug.x86_64 ${templatesdir}/linux_debug.x86_64
cp out/linux/x86_32/templates/godot.linuxbsd.template_release.x86_32 ${templatesdir}/linux_release.x86_32
cp out/linux/x86_32/templates/godot.linuxbsd.template_debug.x86_32 ${templatesdir}/linux_debug.x86_32
strip ${templatesdir}/linux*
cp out/linux/x64/templates/godot.x11.opt.64 ${templatesdir}/linux_x11_64_release
cp out/linux/x64/templates/godot.x11.opt.debug.64 ${templatesdir}/linux_x11_64_debug
cp out/linux/x86/templates/godot.x11.opt.32 ${templatesdir}/linux_x11_32_release
cp out/linux/x86/templates/godot.x11.opt.debug.32 ${templatesdir}/linux_x11_32_debug
strip ${templatesdir}/linux_x11_*
## Windows (Classical) ##
# Editor
binname="${godot_basename}_win64.exe"
wrpname="${godot_basename}_win64_console.exe"
cp out/windows/x86_64/tools/godot.windows.editor.x86_64.exe ${binname}
batname="${godot_basename}_win64_console.cmd"
cp out/windows/x64/tools/godot.windows.opt.tools.64.exe ${binname}
strip ${binname}
sign_windows ${binname}
cp out/windows/x86_64/tools/godot.windows.editor.x86_64.console.exe ${wrpname}
strip ${wrpname}
sign_windows ${wrpname}
zip -q -9 "${reldir}/${binname}.zip" ${binname} ${wrpname}
rm ${binname} ${wrpname}
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"
wrpname="${godot_basename}_win32_console.exe"
cp out/windows/x86_32/tools/godot.windows.editor.x86_32.exe ${binname}
batname="${godot_basename}_win32_console.cmd"
cp out/windows/x86/tools/godot.windows.opt.tools.32.exe ${binname}
strip ${binname}
sign_windows ${binname}
cp out/windows/x86_32/tools/godot.windows.editor.x86_32.console.exe ${wrpname}
strip ${wrpname}
sign_windows ${wrpname}
zip -q -9 "${reldir}/${binname}.zip" ${binname} ${wrpname}
rm ${binname} ${wrpname}
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/x86_64/templates/godot.windows.template_release.x86_64.exe ${templatesdir}/windows_release_x86_64.exe
cp out/windows/x86_64/templates/godot.windows.template_debug.x86_64.exe ${templatesdir}/windows_debug_x86_64.exe
cp out/windows/x86_32/templates/godot.windows.template_release.x86_32.exe ${templatesdir}/windows_release_x86_32.exe
cp out/windows/x86_32/templates/godot.windows.template_debug.x86_32.exe ${templatesdir}/windows_debug_x86_32.exe
cp out/windows/x86_64/templates/godot.windows.template_release.x86_64.console.exe ${templatesdir}/windows_release_x86_64_console.exe
cp out/windows/x86_64/templates/godot.windows.template_debug.x86_64.console.exe ${templatesdir}/windows_debug_x86_64_console.exe
cp out/windows/x86_32/templates/godot.windows.template_release.x86_32.console.exe ${templatesdir}/windows_release_x86_32_console.exe
cp out/windows/x86_32/templates/godot.windows.template_debug.x86_32.console.exe ${templatesdir}/windows_debug_x86_32_console.exe
cp out/windows/x64/templates/godot.windows.opt.64.exe ${templatesdir}/windows_64_release.exe
cp out/windows/x64/templates/godot.windows.opt.debug.64.exe ${templatesdir}/windows_64_debug.exe
cp out/windows/x86/templates/godot.windows.opt.32.exe ${templatesdir}/windows_32_release.exe
cp out/windows/x86/templates/godot.windows.opt.debug.32.exe ${templatesdir}/windows_32_debug.exe
strip ${templatesdir}/windows*.exe
## macOS (Classical) ##
## OSX (Classical) ##
# Editor
binname="${godot_basename}_macos.universal"
binname="${godot_basename}_osx.universal"
rm -rf Godot.app
cp -r git/misc/dist/macos_tools.app Godot.app
cp -r git/misc/dist/osx_tools.app Godot.app
mkdir -p Godot.app/Contents/MacOS
cp out/macos/tools/godot.macos.editor.universal Godot.app/Contents/MacOS/Godot
cp out/macosx/tools/godot.osx.opt.tools.universal Godot.app/Contents/MacOS/Godot
chmod +x Godot.app/Contents/MacOS/Godot
zip -q -9 -r "${reldir}/${binname}.zip" Godot.app
rm -rf Godot.app
sign_macos ${reldir} ${binname} 0
# Templates
rm -rf macos_template.app
cp -r git/misc/dist/macos_template.app .
mkdir -p macos_template.app/Contents/MacOS
rm -rf osx_template.app
cp -r git/misc/dist/osx_template.app .
mkdir -p osx_template.app/Contents/MacOS
cp out/macos/templates/godot.macos.template_release.universal macos_template.app/Contents/MacOS/godot_macos_release.universal
cp out/macos/templates/godot.macos.template_debug.universal macos_template.app/Contents/MacOS/godot_macos_debug.universal
chmod +x macos_template.app/Contents/MacOS/godot_macos*
zip -q -9 -r "${templatesdir}/macos.zip" macos_template.app
rm -rf macos_template.app
cp out/macosx/templates/godot.osx.opt.universal osx_template.app/Contents/MacOS/godot_osx_release.64
cp out/macosx/templates/godot.osx.opt.debug.universal osx_template.app/Contents/MacOS/godot_osx_debug.64
chmod +x osx_template.app/Contents/MacOS/godot_osx*
zip -q -9 -r "${templatesdir}/osx.zip" osx_template.app
rm -rf osx_template.app
sign_macos_template ${templatesdir} 0
## Web (Classical) ##
## Server (Classical) ##
# Headless (editor)
binname="${godot_basename}_linux_headless.64"
cp out/server/x64/tools/godot_server.x11.opt.tools.64 ${binname}
strip ${binname}
zip -q -9 "${reldir}/${binname}.zip" ${binname}
rm ${binname}
# Server (template)
binname="${godot_basename}_linux_server.64"
cp out/server/x64/templates/godot_server.x11.opt.64 ${binname}
strip ${binname}
zip -q -9 "${reldir}/${binname}.zip" ${binname}
rm ${binname}
## Javascript (Classical) ##
# Editor
unzip out/web/tools/godot.web.editor.wasm32.zip -d ${webdir}/
unzip out/javascript/tools/godot.javascript.opt.tools.threads.zip -d ${webdir}/
brotli --keep --force --quality=11 ${webdir}/*
binname="${godot_basename}_web_editor.zip"
cp out/web/tools/godot.web.editor.wasm32.zip ${reldir}/${binname}
cp out/javascript/tools/godot.javascript.opt.tools.threads.zip ${reldir}/${binname}
# Templates
cp out/web/templates/godot.web.template_release.wasm32.zip ${templatesdir}/web_release.zip
cp out/web/templates/godot.web.template_debug.wasm32.zip ${templatesdir}/web_debug.zip
cp out/javascript/templates/godot.javascript.opt.zip ${templatesdir}/webassembly_release.zip
cp out/javascript/templates/godot.javascript.opt.debug.zip ${templatesdir}/webassembly_debug.zip
cp out/web/templates/godot.web.template_release.wasm32.dlink.zip ${templatesdir}/web_dlink_release.zip
cp out/web/templates/godot.web.template_debug.wasm32.dlink.zip ${templatesdir}/web_dlink_debug.zip
cp out/javascript/templates/godot.javascript.opt.threads.zip ${templatesdir}/webassembly_threads_release.zip
cp out/javascript/templates/godot.javascript.opt.debug.threads.zip ${templatesdir}/webassembly_threads_debug.zip
cp out/javascript/templates/godot.javascript.opt.gdnative.zip ${templatesdir}/webassembly_gdnative_release.zip
cp out/javascript/templates/godot.javascript.opt.debug.gdnative.zip ${templatesdir}/webassembly_gdnative_debug.zip
## Android (Classical) ##
# Lib for direct download
cp out/android/templates/godot-lib.template_release.aar ${reldir}/godot-lib.${templates_version}.template_release.aar
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}
binname="${godot_basename}_android_editor.aab"
cp out/android/tools/android_editor.aab ${reldir}/${binname}
# Templates
cp out/android/templates/*.apk ${templatesdir}/
@@ -352,17 +295,52 @@ if [ "${build_classical}" == "1" ]; then
rm -rf ios_xcode
cp -r git/misc/dist/ios_xcode ios_xcode
cp out/ios/templates/libgodot.ios.simulator.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp out/ios/templates/libgodot.ios.debug.simulator.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp out/ios/templates/libgodot.ios.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
cp out/ios/templates/libgodot.ios.debug.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a
cp -r deps/vulkansdk-macos/MoltenVK/MoltenVK.xcframework ios_xcode/
rm -rf ios_xcode/MoltenVK.xcframework/{macos,tvos}*
cp out/ios/templates/libgodot.iphone.simulator.a ios_xcode/libgodot.iphone.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp out/ios/templates/libgodot.iphone.debug.simulator.a ios_xcode/libgodot.iphone.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp out/ios/templates/libgodot.iphone.a ios_xcode/libgodot.iphone.release.xcframework/ios-arm64/libgodot.a
cp out/ios/templates/libgodot.iphone.debug.a ios_xcode/libgodot.iphone.debug.xcframework/ios-arm64/libgodot.a
cd ios_xcode
zip -q -9 -r "${templatesdir}/ios.zip" *
zip -q -9 -r "${templatesdir}/iphone.zip" *
cd ..
rm -rf ios_xcode
## UWP (Classical) ##
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 -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_${arch}
cp deps/angle-uwp/${arch}/libEGL.dll \
deps/angle-uwp/${arch}/libGLESv2.dll \
uwp_template_${arch}/
cp -r uwp_template_${arch} uwp_template_${arch}_debug
done
cp out/uwp/arm/godot.uwp.opt.32.arm.exe uwp_template_ARM/godot.uwp.exe
cp out/uwp/arm/godot.uwp.opt.debug.32.arm.exe uwp_template_ARM_debug/godot.uwp.exe
cd uwp_template_ARM && zip -q -9 -r "${templatesdir}/uwp_arm_release.zip" * && cd ..
cd uwp_template_ARM_debug && zip -q -9 -r "${templatesdir}/uwp_arm_debug.zip" * && cd ..
rm -rf uwp_template_ARM*
cp out/uwp/x86/godot.uwp.opt.32.x86.exe uwp_template_Win32/godot.uwp.exe
cp out/uwp/x86/godot.uwp.opt.debug.32.x86.exe uwp_template_Win32_debug/godot.uwp.exe
cd uwp_template_Win32 && zip -q -9 -r "${templatesdir}/uwp_x86_release.zip" * && cd ..
cd uwp_template_Win32_debug && zip -q -9 -r "${templatesdir}/uwp_x86_debug.zip" * && cd ..
rm -rf uwp_template_Win32*
cp out/uwp/x64/godot.uwp.opt.64.x64.exe uwp_template_x64/godot.uwp.exe
cp out/uwp/x64/godot.uwp.opt.debug.64.x64.exe uwp_template_x64_debug/godot.uwp.exe
cd uwp_template_x64 && zip -q -9 -r "${templatesdir}/uwp_x64_release.zip" * && cd ..
cd uwp_template_x64_debug && zip -q -9 -r "${templatesdir}/uwp_x64_debug.zip" * && cd ..
rm -rf uwp_template_x64*
## Templates TPZ (Classical) ##
echo "${templates_version}" > ${templatesdir}/version.txt
@@ -387,129 +365,175 @@ if [ "${build_mono}" == "1" ]; then
## Linux (Mono) ##
# Editor
binbasename="${godot_basename}_mono_linux"
mkdir -p ${binbasename}_x86_64
cp out/linux/x86_64/tools-mono/godot.linuxbsd.editor.x86_64.mono ${binbasename}_x86_64/${binbasename}.x86_64
strip ${binbasename}_x86_64/${binbasename}.x86_64
cp -rp out/linux/x86_64/tools-mono/GodotSharp ${binbasename}_x86_64/
zip -r -q -9 "${reldir_mono}/${binbasename}_x86_64.zip" ${binbasename}_x86_64
rm -rf ${binbasename}_x86_64
binbasename="${godot_basename}_mono_x11"
mkdir -p ${binbasename}_64
cp out/linux/x64/tools-mono/godot.x11.opt.tools.64.mono ${binbasename}_64/${binbasename}.64
strip ${binbasename}_64/${binbasename}.64
cp -rp out/linux/x64/tools-mono/GodotSharp ${binbasename}_64/
cp -rp out/aot-compilers ${binbasename}_64/GodotSharp/Tools/
zip -r -q -9 "${reldir_mono}/${binbasename}_64.zip" ${binbasename}_64
rm -rf ${binbasename}_64
binbasename="${godot_basename}_mono_linux"
mkdir -p ${binbasename}_x86_32
cp out/linux/x86_32/tools-mono/godot.linuxbsd.editor.x86_32.mono ${binbasename}_x86_32/${binbasename}.x86_32
strip ${binbasename}_x86_32/${binbasename}.x86_32
cp -rp out/linux/x86_32/tools-mono/GodotSharp/ ${binbasename}_x86_32/
zip -r -q -9 "${reldir_mono}/${binbasename}_x86_32.zip" ${binbasename}_x86_32
rm -rf ${binbasename}_x86_32
binbasename="${godot_basename}_mono_x11"
mkdir -p ${binbasename}_32
cp out/linux/x86/tools-mono/godot.x11.opt.tools.32.mono ${binbasename}_32/${binbasename}.32
strip ${binbasename}_32/${binbasename}.32
cp -rp out/linux/x86/tools-mono/GodotSharp/ ${binbasename}_32/
cp -rp out/aot-compilers ${binbasename}_32/GodotSharp/Tools/
zip -r -q -9 "${reldir_mono}/${binbasename}_32.zip" ${binbasename}_32
rm -rf ${binbasename}_32
# Templates
cp out/linux/x86_64/templates-mono/godot.linuxbsd.template_debug.x86_64.mono ${templatesdir_mono}/linux_debug.x86_64
cp out/linux/x86_64/templates-mono/godot.linuxbsd.template_release.x86_64.mono ${templatesdir_mono}/linux_release.x86_64
cp out/linux/x86_32/templates-mono/godot.linuxbsd.template_debug.x86_32.mono ${templatesdir_mono}/linux_debug.x86_32
cp out/linux/x86_32/templates-mono/godot.linuxbsd.template_release.x86_32.mono ${templatesdir_mono}/linux_release.x86_32
strip ${templatesdir_mono}/linux*
cp -rp out/linux/x64/templates-mono/data.mono.x11.64.* ${templatesdir_mono}/
cp out/linux/x64/templates-mono/godot.x11.opt.debug.64.mono ${templatesdir_mono}/linux_x11_64_debug
cp out/linux/x64/templates-mono/godot.x11.opt.64.mono ${templatesdir_mono}/linux_x11_64_release
cp -rp out/linux/x86/templates-mono/data.mono.x11.32.* ${templatesdir_mono}/
cp out/linux/x86/templates-mono/godot.x11.opt.debug.32.mono ${templatesdir_mono}/linux_x11_32_debug
cp out/linux/x86/templates-mono/godot.x11.opt.32.mono ${templatesdir_mono}/linux_x11_32_release
strip ${templatesdir_mono}/linux_x11*
mkdir -p ${templatesdir_mono}/bcl
cp -r out/linux/x64/tools-mono/GodotSharp/Mono/lib/mono/4.5/ ${templatesdir_mono}/bcl/net_4_x
## Windows (Mono) ##
# Editor
binname="${godot_basename}_mono_win64"
wrpname="${godot_basename}_mono_win64_console"
batname="${godot_basename}_mono_win64_console.cmd"
mkdir -p ${binname}
cp out/windows/x86_64/tools-mono/godot.windows.editor.x86_64.mono.exe ${binname}/${binname}.exe
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/x86_64/tools-mono/GodotSharp ${binname}/
cp out/windows/x86_64/tools-mono/godot.windows.editor.x86_64.mono.console.exe ${binname}/${wrpname}.exe
strip ${binname}/${wrpname}.exe
sign_windows ${binname}/${wrpname}.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"
wrpname="${godot_basename}_mono_win32_console"
batname="${godot_basename}_mono_win32_console.cmd"
mkdir -p ${binname}
cp out/windows/x86_32/tools-mono/godot.windows.editor.x86_32.mono.exe ${binname}/${binname}.exe
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_32/tools-mono/GodotSharp ${binname}/
cp out/windows/x86_32/tools-mono/godot.windows.editor.x86_32.mono.console.exe ${binname}/${wrpname}.exe
strip ${binname}/${wrpname}.exe
sign_windows ${binname}/${wrpname}.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}
# Templates
cp out/windows/x86_64/templates-mono/godot.windows.template_debug.x86_64.mono.exe ${templatesdir_mono}/windows_debug_x86_64.exe
cp out/windows/x86_64/templates-mono/godot.windows.template_release.x86_64.mono.exe ${templatesdir_mono}/windows_release_x86_64.exe
cp out/windows/x86_32/templates-mono/godot.windows.template_debug.x86_32.mono.exe ${templatesdir_mono}/windows_debug_x86_32.exe
cp out/windows/x86_32/templates-mono/godot.windows.template_release.x86_32.mono.exe ${templatesdir_mono}/windows_release_x86_32.exe
cp out/windows/x86_64/templates-mono/godot.windows.template_debug.x86_64.mono.console.exe ${templatesdir_mono}/windows_debug_x86_64_console.exe
cp out/windows/x86_64/templates-mono/godot.windows.template_release.x86_64.mono.console.exe ${templatesdir_mono}/windows_release_x86_64_console.exe
cp out/windows/x86_32/templates-mono/godot.windows.template_debug.x86_32.mono.console.exe ${templatesdir_mono}/windows_debug_x86_32_console.exe
cp out/windows/x86_32/templates-mono/godot.windows.template_release.x86_32.mono.console.exe ${templatesdir_mono}/windows_release_x86_32_console.exe
cp -rp out/windows/x64/templates-mono/data.mono.windows.64.* ${templatesdir_mono}/
cp out/windows/x64/templates-mono/godot.windows.opt.debug.64.mono.exe ${templatesdir_mono}/windows_64_debug.exe
cp out/windows/x64/templates-mono/godot.windows.opt.64.mono.exe ${templatesdir_mono}/windows_64_release.exe
cp -rp out/windows/x86/templates-mono/data.mono.windows.32.* ${templatesdir_mono}/
cp out/windows/x86/templates-mono/godot.windows.opt.debug.32.mono.exe ${templatesdir_mono}/windows_32_debug.exe
cp out/windows/x86/templates-mono/godot.windows.opt.32.mono.exe ${templatesdir_mono}/windows_32_release.exe
strip ${templatesdir_mono}/windows*.exe
## macOS (Mono) ##
mkdir -p ${templatesdir_mono}/bcl
cp -r out/windows/x64/tools-mono/GodotSharp/Mono/lib/mono/4.5/ ${templatesdir_mono}/bcl/net_4_x_win
## OSX (Mono) ##
# Editor
binname="${godot_basename}_mono_macos.universal"
binname="${godot_basename}_mono_osx.universal"
rm -rf Godot_mono.app
cp -r git/misc/dist/macos_tools.app Godot_mono.app
cp -r git/misc/dist/osx_tools.app Godot_mono.app
mkdir -p Godot_mono.app/Contents/{MacOS,Resources}
cp out/macos/tools-mono/godot.macos.editor.universal.mono Godot_mono.app/Contents/MacOS/Godot
cp -rp out/macos/tools-mono/GodotSharp Godot_mono.app/Contents/Resources/GodotSharp
cp out/macosx/tools-mono/godot.osx.opt.tools.universal.mono Godot_mono.app/Contents/MacOS/Godot
cp -rp out/macosx/tools-mono/GodotSharp Godot_mono.app/Contents/Resources/GodotSharp
cp -rp out/aot-compilers Godot_mono.app/Contents/Resources/GodotSharp/Tools/
chmod +x Godot_mono.app/Contents/MacOS/Godot
zip -q -9 -r "${reldir_mono}/${binname}.zip" Godot_mono.app
rm -rf Godot_mono.app
sign_macos ${reldir_mono} ${binname} 1
# Templates
rm -rf macos_template.app
cp -r git/misc/dist/macos_template.app .
mkdir -p macos_template.app/Contents/{MacOS,Resources}
cp out/macos/templates-mono/godot.macos.template_debug.universal.mono macos_template.app/Contents/MacOS/godot_macos_debug.universal
cp out/macos/templates-mono/godot.macos.template_release.universal.mono macos_template.app/Contents/MacOS/godot_macos_release.universal
chmod +x macos_template.app/Contents/MacOS/godot_macos*
zip -q -9 -r "${templatesdir_mono}/macos.zip" macos_template.app
rm -rf macos_template.app
rm -rf osx_template.app
cp -r git/misc/dist/osx_template.app .
mkdir -p osx_template.app/Contents/{MacOS,Resources}
cp out/macosx/templates-mono/godot.osx.opt.debug.universal.mono osx_template.app/Contents/MacOS/godot_osx_debug.64
cp out/macosx/templates-mono/godot.osx.opt.universal.mono osx_template.app/Contents/MacOS/godot_osx_release.64
cp -rp out/macosx/templates-mono/data.mono.osx.64.* osx_template.app/Contents/Resources/
chmod +x osx_template.app/Contents/MacOS/godot_osx*
zip -q -9 -r "${templatesdir_mono}/osx.zip" osx_template.app
rm -rf osx_template.app
sign_macos_template ${templatesdir_mono} 1
# No .NET support for those platforms yet.
## Server (Mono) ##
if false; then
# Headless (editor)
binbasename="${godot_basename}_mono_linux_headless"
mkdir -p ${binbasename}_64
cp out/server/x64/tools-mono/godot_server.x11.opt.tools.64.mono ${binbasename}_64/${binbasename}.64
strip ${binbasename}_64/${binbasename}.64
cp -rp out/server/x64/tools-mono/GodotSharp ${binbasename}_64/
cp -rp out/aot-compilers ${binbasename}_64/GodotSharp/Tools/
zip -r -q -9 "${reldir_mono}/${binbasename}_64.zip" ${binbasename}_64
rm -rf ${binbasename}_64
## Web (Mono) ##
# Server (template)
binbasename="${godot_basename}_mono_linux_server"
mkdir -p ${binbasename}_64
cp out/server/x64/templates-mono/godot_server.x11.opt.64.mono ${binbasename}_64/${binbasename}.64
strip ${binbasename}_64/${binbasename}.64
cp -rp out/server/x64/templates-mono/data.mono.server.64.release ${binbasename}_64/data_${binbasename}_64
zip -r -q -9 "${reldir_mono}/${binbasename}_64.zip" ${binbasename}_64
rm -rf ${binbasename}_64
## Javascript (Mono) ##
# Templates
cp out/web/templates-mono/godot.web.template_debug.wasm32.mono.zip ${templatesdir_mono}/web_debug.zip
cp out/web/templates-mono/godot.web.template_release.wasm32.mono.zip ${templatesdir_mono}/web_release.zip
cp out/javascript/templates-mono/godot.javascript.opt.debug.mono.zip ${templatesdir_mono}/webassembly_debug.zip
cp out/javascript/templates-mono/godot.javascript.opt.mono.zip ${templatesdir_mono}/webassembly_release.zip
mkdir -p ${templatesdir_mono}/bcl
cp -r out/javascript/templates-mono/bcl/wasm ${templatesdir_mono}/bcl/
## Android (Mono) ##
# Lib for direct download
cp out/android/templates-mono/godot-lib.template_release.aar ${reldir_mono}/godot-lib.${templates_version}.mono.template_release.aar
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}/
mkdir -p ${templatesdir_mono}/bcl
cp -r out/android/templates-mono/bcl/godot_android_ext ${templatesdir_mono}/bcl/
cp -r out/android/templates-mono/bcl/monodroid ${templatesdir_mono}/bcl/
## iOS (Mono) ##
rm -rf ios_xcode
cp -r git/misc/dist/ios_xcode ios_xcode
cp out/ios/templates-mono/libgodot.ios.simulator.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp out/ios/templates-mono/libgodot.ios.debug.simulator.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp out/ios/templates-mono/libgodot.ios.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
cp out/ios/templates-mono/libgodot.ios.debug.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a
cp -r deps/vulkansdk-macos/MoltenVK/MoltenVK.xcframework ios_xcode/
rm -rf ios_xcode/MoltenVK.xcframework/{macos,tvos}*
cp out/ios/templates-mono/libgodot.iphone.simulator.a ios_xcode/libgodot.iphone.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp out/ios/templates-mono/libgodot.iphone.debug.simulator.a ios_xcode/libgodot.iphone.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp out/ios/templates-mono/libgodot.iphone.a ios_xcode/libgodot.iphone.release.xcframework/ios-arm64/libgodot.a
cp out/ios/templates-mono/libgodot.iphone.debug.a ios_xcode/libgodot.iphone.debug.xcframework/ios-arm64/libgodot.a
cd ios_xcode
zip -q -9 -r "${templatesdir_mono}/ios.zip" *
zip -q -9 -r "${templatesdir_mono}/iphone.zip" *
cd ..
rm -rf ios_xcode
fi
mkdir -p ${templatesdir_mono}/bcl
cp -r out/ios/templates-mono/bcl/monotouch* ${templatesdir_mono}/bcl/
cp -r out/ios/templates-mono/iphone-mono-libs ${templatesdir_mono}
## UWP (Mono) ##
# Not supported yet.
## Templates TPZ (Mono) ##
@@ -528,22 +552,4 @@ if [ "${build_mono}" == "1" ]; then
fi
# NuGet packages
if [ "${publish_nuget}" == "1" ]; then
echo "Publishing NuGet packages..."
publish_nuget_packages out/linux/x86_64/tools-mono/GodotSharp/Tools/nupkgs/*.nupkg
fi
# Godot Android library
if [ "${publish_maven}" == "1" ]; then
echo "Publishing Android library to MavenCentral..."
publish_maven_library
fi
echo "All editor binaries and templates prepared successfully for release"

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build-server/build.sh Executable file
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#!/bin/bash
set -e
# Config
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS="production=yes"
export OPTIONS_MONO="module_mono_enabled=yes mono_static=yes mono_prefix=/root/mono-installs/desktop-linux-x86_64-release"
export TERM=xterm
export PATH="${GODOT_SDK_LINUX_X86_64}/bin:${BASE_PATH}"
rm -rf godot
mkdir godot
cd godot
tar xf /root/godot.tar.gz --strip-components=1
# Classical
if [ "${CLASSICAL}" == "1" ]; then
echo "Starting classical build for Server..."
$SCONS platform=server $OPTIONS tools=yes target=release_debug
mkdir -p /root/out/x64/tools
cp -rvp bin/* /root/out/x64/tools
rm -rf bin
$SCONS platform=server $OPTIONS tools=no target=release
mkdir -p /root/out/x64/templates
cp -rvp bin/* /root/out/x64/templates
rm -rf bin
fi
# Mono
if [ "${MONO}" == "1" ]; then
echo "Starting Mono build for Server..."
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=server $OPTIONS $OPTIONS_MONO tools=yes target=release_debug copy_mono_root=yes
mkdir -p /root/out/x64/tools-mono
cp -rvp bin/* /root/out/x64/tools-mono
rm -rf bin
$SCONS platform=server $OPTIONS $OPTIONS_MONO tools=no target=release
mkdir -p /root/out/x64/templates-mono
cp -rvp bin/* /root/out/x64/templates-mono
rm -rf bin
fi
echo "Server build successful"

3
build-uwp/build.bat Executable file
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@@ -0,0 +1,3 @@
call z:\root\build\env-%1.bat
%SCONS% platform=uwp %OPTIONS% tools=no target=%2 LINK="\"C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\bin\HostX64\%1\link.exe\""

43
build-uwp/build.sh Executable file
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#!/bin/bash
set -e
# Config
export SCONS="call scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS="production=yes"
export BUILD_ARCHES="x86 x64 arm"
export ANGLE_SRC_PATH='c:\angle'
rm -rf godot
mkdir godot
cd godot
tar xf /root/godot.tar.gz --strip-components=1
# Classical
if [ "${CLASSICAL}" == "1" ]; then
echo "Starting classical build for UWP..."
for arch in ${BUILD_ARCHES}; do
for release in release release_debug; do
wine cmd /c /root/build/build.bat $arch $release
sync
wineserver -kw
mkdir -p /root/out/$arch
mv bin/* /root/out/$arch
done
done
fi
# Mono
if [ "${MONO}" == "1" ]; then
echo "No Mono support for UWP yet."
#cp /root/mono-glue/*.cpp modules/mono/glue/
#cp -r /root/mono-glue/Managed/Generated modules/mono/glue/Managed/
fi
echo "UWP build successful"

36
build-uwp/env-arm.bat Executable file
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@@ -0,0 +1,36 @@
set ALLUSERSPROFILE=C:\ProgramData
set CommandPromptType=Native
set CommonProgramFiles=C:\Program Files\Common Files
set CommonProgramFiles(x86)=C:\Program Files (x86)\Common Files
set CommonProgramW6432=C:\Program Files\Common Files
set DevEnvDir=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\IDE\
set ExtensionSdkDir=C:\Program Files (x86)\Microsoft SDKs\Windows Kits\10\ExtensionSDKs
set Framework40Version=v4.0
set FrameworkDir=C:\Windows\Microsoft.NET\Framework64\
set FrameworkDir64=C:\Windows\Microsoft.NET\Framework64\
set FrameworkVersion=v4.0.30319
set FrameworkVersion64=v4.0.30319
set VCIDEInstallDir=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\IDE\VC\
set VCINSTALLDIR=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\
set VCToolsInstallDir=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\
set VCToolsRedistDir=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Redist\MSVC\14.16.27012\
set VCToolsVersion=14.16.27023
set VisualStudioVersion=15.0
set VS150COMNTOOLS=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\Tools\
set VSCMD_ARG_app_plat=UWP
set Platform=arm
set VSCMD_ARG_HOST_ARCH=x86
set VSCMD_ARG_TGT_ARCH=arm
set VSCMD_ARG_winsdk=10.0.16299.0
set VSCMD_VER=15.0
set VSINSTALLDIR=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\
set Path=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\bin\HostX86\arm;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\IDE\VC\VCPackages;C:\Program Files (x86)\Microsoft Visual Studio\2017\Build Tools\Common7\IDE\CommonExtensions\Microsoft\TeamFoundation\Team Explorer;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\MSBuild\15.0\bin\Roslyn;C:\Program Files (x86)\Windows Kits\10\bin\10.0.16299.0\arm;C:\Program Files (x86)\Windows Kits\10\bin\arm;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\\MSBuild\15.0\bin;C:\Windows\Microsoft.NET\Framework\ v4.0.30319;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\IDE\;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\Tools\;C:\Program Files\Python37\Scripts\;C:\Program Files\Python37\;C:\Windows\system32;C:\Windows;C:\Windows\System32\Wbem;C:\Windows\System32\WindowsPowerShell\v1.0\;C:\ProgramData\chocolatey\bin;C:\Program Files\OpenSSH-Win64;C:\Program Files\Git\cmd;C:\Windows\system32\config\systemprofile\AppData\Local\Microsoft\WindowsApps;C:\Users\user\AppData\Local\Microsoft\WindowsApps;
set INCLUDE=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\include;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\ucrt;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\shared;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\um;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\winrt;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\cppwinrt
set LIB=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\lib\arm\store\;C:\Program Files (x86)\Windows Kits\10\lib\10.0.16299.0\ucrt\arm;C:\Program Files (x86)\Windows Kits\10\lib\10.0.16299.0\um\arm;
set LIBPATH=C:\Program Files (x86)\Microsoft SDKs\Windows Kits\10\ExtensionSDKs\Microsoft.VCLibs\14.0\References\CommonConfiguration\neutral;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\lib\arm\store\references;C:\Program Files (x86)\Windows Kits\10\UnionMetadata\10.0.16299.0;C:\Program Files (x86)\Windows Kits\10\References\10.0.16299.0;C:\Windows\Microsoft.NET\Framework\v4.0.30319;
set WindowsLibPath=C:\Program Files (x86)\Windows Kits\10\UnionMetadata\10.0.16299.0;C:\Program Files (x86)\Windows Kits\10\References\10.0.16299.0
set WindowsSdkBinPath=C:\Program Files (x86)\Windows Kits\10\bin\
set WindowsSdkDir=C:\Program Files (x86)\Windows Kits\10\
set WindowsSDKLibVersion=10.0.16299.0\
set WindowsSdkVerBinPath=C:\Program Files (x86)\Windows Kits\10\bin\10.0.16299.0\
set WindowsSDKVersion=10.0.16299.0\

35
build-uwp/env-x64.bat Executable file
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@@ -0,0 +1,35 @@
set ALLUSERSPROFILE=C:\ProgramData
set CommandPromptType=Native
set CommonProgramFiles=C:\Program Files\Common Files
set CommonProgramFiles(x86)=C:\Program Files (x86)\Common Files
set CommonProgramW6432=C:\Program Files\Common Files
set DevEnvDir=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\IDE\
set ExtensionSdkDir=C:\Program Files (x86)\Microsoft SDKs\Windows Kits\10\ExtensionSDKs
set Framework40Version=v4.0
set FrameworkDir=C:\Windows\Microsoft.NET\Framework64\
set FrameworkDir64=C:\Windows\Microsoft.NET\Framework64\
set FrameworkVersion=v4.0.30319
set FrameworkVersion64=v4.0.30319
set VCIDEInstallDir=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\IDE\VC\
set VCINSTALLDIR=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\
set VCToolsInstallDir=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\
set VCToolsRedistDir=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Redist\MSVC\14.16.27012\
set VCToolsVersion=14.16.27023
set VisualStudioVersion=15.0
set VS150COMNTOOLS=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\Tools\
set VSCMD_ARG_app_plat=UWP
set VSCMD_ARG_HOST_ARCH=x86
set VSCMD_ARG_TGT_ARCH=x64
set VSCMD_ARG_winsdk=10.0.16299.0
set VSCMD_VER=15.0
set VSINSTALLDIR=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\
set Path=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\bin\HostX86\x64;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\IDE\VC\VCPackages;C:\Program Files (x86)\Microsoft Visual Studio\2017\Build Tools\Common7\IDE\CommonExtensions\Microsoft\TeamFoundation\Team Explorer;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\MSBuild\15.0\bin\Roslyn;C:\Program Files (x86)\Windows Kits\10\bin\10.0.16299.0\x64;C:\Program Files (x86)\Windows Kits\10\bin\x64;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\\MSBuild\15.0\bin;C:\Windows\Microsoft.NET\Framework\ v4.0.30319;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\IDE\;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\Tools\;C:\Program Files\Python37\Scripts\;C:\Program Files\Python37\;C:\Windows\system32;C:\Windows;C:\Windows\System32\Wbem;C:\Windows\System32\WindowsPowerShell\v1.0\;C:\ProgramData\chocolatey\bin;C:\Program Files\OpenSSH-Win64;C:\Program Files\Git\cmd;C:\Windows\system32\config\systemprofile\AppData\Local\Microsoft\WindowsApps;C:\Users\user\AppData\Local\Microsoft\WindowsApps;
set INCLUDE=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\include;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\ucrt;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\shared;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\um;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\winrt;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\cppwinrt
set LIB=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\lib\x64\store\;C:\Program Files (x86)\Windows Kits\10\lib\10.0.16299.0\ucrt\x64;C:\Program Files (x86)\Windows Kits\10\lib\10.0.16299.0\um\x64;
set LIBPATH=C:\Program Files (x86)\Microsoft SDKs\Windows Kits\10\ExtensionSDKs\Microsoft.VCLibs\14.0\References\CommonConfiguration\neutral;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\lib\x64\store\references;C:\Program Files (x86)\Windows Kits\10\UnionMetadata\10.0.16299.0;C:\Program Files (x86)\Windows Kits\10\References\10.0.16299.0;C:\Windows\Microsoft.NET\Framework\v4.0.30319;
set WindowsLibPath=C:\Program Files (x86)\Windows Kits\10\UnionMetadata\10.0.16299.0;C:\Program Files (x86)\Windows Kits\10\References\10.0.16299.0
set WindowsSdkBinPath=C:\Program Files (x86)\Windows Kits\10\bin\
set WindowsSdkDir=C:\Program Files (x86)\Windows Kits\10\
set WindowsSDKLibVersion=10.0.16299.0\
set WindowsSdkVerBinPath=C:\Program Files (x86)\Windows Kits\10\bin\10.0.16299.0\
set WindowsSDKVersion=10.0.16299.0\

36
build-uwp/env-x86.bat Executable file
View File

@@ -0,0 +1,36 @@
set ALLUSERSPROFILE=C:\ProgramData
set CommandPromptType=Native
set CommonProgramFiles=C:\Program Files\Common Files
set CommonProgramFiles(x86)=C:\Program Files (x86)\Common Files
set CommonProgramW6432=C:\Program Files\Common Files
set DevEnvDir=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\IDE\
set ExtensionSdkDir=C:\Program Files (x86)\Microsoft SDKs\Windows Kits\10\ExtensionSDKs
set Framework40Version=v4.0
set FrameworkDir=C:\Windows\Microsoft.NET\Framework64\
set FrameworkDir64=C:\Windows\Microsoft.NET\Framework64\
set FrameworkVersion=v4.0.30319
set FrameworkVersion64=v4.0.30319
set VCIDEInstallDir=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\IDE\VC\
set VCINSTALLDIR=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\
set VCToolsInstallDir=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\
set VCToolsRedistDir=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Redist\MSVC\14.16.27012\
set VCToolsVersion=14.16.27023
set VisualStudioVersion=15.0
set VS150COMNTOOLS=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\Tools\
set VSCMD_ARG_app_plat=UWP
set VSCMD_ARG_HOST_ARCH=x86
set VSCMD_ARG_TGT_ARCH=x86
set VSCMD_ARG_winsdk=10.0.16299.0
set VSCMD_VER=15.0
set VSINSTALLDIR=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\
set Path=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\bin\HostX86\x86;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\IDE\VC\VCPackages;C:\Program Files (x86)\Microsoft Visual Studio\2017\Build Tools\Common7\IDE\CommonExtensions\Microsoft\TeamFoundation\Team Explorer;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\MSBuild\15.0\bin\Roslyn;C:\Program Files (x86)\Windows Kits\10\bin\10.0.16299.0\x86;C:\Program Files (x86)\Windows Kits\10\bin\x86;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\\MSBuild\15.0\bin;C:\Windows\Microsoft.NET\Framework\ v4.0.30319;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\IDE\;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\Common7\Tools\;C:\Program Files\Python37\Scripts\;C:\Program Files\Python37\;C:\Windows\system32;C:\Windows;C:\Windows\System32\Wbem;C:\Windows\System32\WindowsPowerShell\v1.0\;C:\ProgramData\chocolatey\bin;C:\Program Files\OpenSSH-Win64;C:\Program Files\Git\cmd;C:\Windows\system32\config\systemprofile\AppData\Local\Microsoft\WindowsApps;C:\Users\user\AppData\Local\Microsoft\WindowsApps;
set INCLUDE=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\include;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\ucrt;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\shared;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\um;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\winrt;C:\Program Files (x86)\Windows Kits\10\include\10.0.16299.0\cppwinrt
set LIB=C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\lib\x86\store\;C:\Program Files (x86)\Windows Kits\10\lib\10.0.16299.0\ucrt\x86;C:\Program Files (x86)\Windows Kits\10\lib\10.0.16299.0\um\x86;
set LIBPATH=C:\Program Files (x86)\Microsoft SDKs\Windows Kits\10\ExtensionSDKs\Microsoft.VCLibs\14.0\References\CommonConfiguration\neutral;C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023\lib\x86\store\references;C:\Program Files (x86)\Windows Kits\10\UnionMetadata\10.0.16299.0;C:\Program Files (x86)\Windows Kits\10\References\10.0.16299.0;C:\Windows\Microsoft.NET\Framework\v4.0.30319;
set WindowsLibPath=C:\Program Files (x86)\Windows Kits\10\UnionMetadata\10.0.16299.0;C:\Program Files (x86)\Windows Kits\10\References\10.0.16299.0
set WindowsSdkBinPath=C:\Program Files (x86)\Windows Kits\10\bin\
set WindowsSdkDir=C:\Program Files (x86)\Windows Kits\10\
set WindowsSDKLibVersion=10.0.16299.0\
set WindowsSdkVerBinPath=C:\Program Files (x86)\Windows Kits\10\bin\10.0.16299.0\
set WindowsSDKVersion=10.0.16299.0\

View File

@@ -1,75 +0,0 @@
#!/bin/bash
set -e
# Config
# To speed up builds with single-threaded full LTO linking,
# we run all builds in parallel each from their own folder.
export NUM_JOBS=5
declare -a JOBS=(
"target=editor use_closure_compiler=yes"
"target=template_debug"
"target=template_release"
"target=template_debug dlink_enabled=yes"
"target=template_release dlink_enabled=yes"
)
export SCONS="scons -j$(expr ${NUM_CORES} / ${NUM_JOBS}) verbose=yes warnings=no progress=no"
export OPTIONS="production=yes"
export OPTIONS_MONO="module_mono_enabled=yes -j${NUM_CORES}"
export TERM=xterm
source /root/emsdk/emsdk_env.sh
rm -rf godot
mkdir godot
cd godot
tar xf /root/godot.tar.gz --strip-components=1
# Classical
dnf -y install gettext
if [ "${CLASSICAL}" == "1" ]; then
echo "Starting classical build for Web..."
for i in {0..4}; do
cp -r /root/godot /root/godot$i
cd /root/godot$i
echo "$SCONS platform=web ${OPTIONS} ${JOBS[$i]}"
$SCONS platform=web ${OPTIONS} ${JOBS[$i]} &
pids[$i]=$!
done
for pid in ${pids[*]}; do
wait $pid
done
mkdir -p /root/out/tools
cp -rvp /root/godot0/bin/*.editor*.zip /root/out/tools
mkdir -p /root/out/templates
for i in {1..4}; do
cp -rvp /root/godot$i/bin/*.zip /root/out/templates
done
fi
# Mono
# No Web support with .NET 6 yet.
#if [ "${MONO}" == "1" ]; then
if false; then
echo "Starting Mono build for Web..."
cp -r /root/mono-glue/GodotSharp/GodotSharp/Generated modules/mono/glue/GodotSharp/GodotSharp/
$SCONS platform=web ${OPTIONS} ${OPTIONS_MONO} target=template_debug
$SCONS platform=web ${OPTIONS} ${OPTIONS_MONO} target=template_release
mkdir -p /root/out/templates-mono
cp -rvp bin/*.zip /root/out/templates-mono
rm -f bin/*.zip
fi
echo "Web build successful"

View File

@@ -6,7 +6,9 @@ set -e
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS="production=yes"
export OPTIONS_MONO="module_mono_enabled=yes"
export OPTIONS_MONO="module_mono_enabled=yes mono_static=yes"
export MONO_PREFIX_X86_64="/root/mono-installs/desktop-windows-x86_64-release"
export MONO_PREFIX_X86="/root/mono-installs/desktop-windows-x86-release"
export TERM=xterm
rm -rf godot
@@ -16,31 +18,29 @@ tar xf /root/godot.tar.gz --strip-components=1
# Classical
dnf -y install gettext
if [ "${CLASSICAL}" == "1" ]; then
echo "Starting classical build for Windows..."
$SCONS platform=windows arch=x86_64 $OPTIONS target=editor
mkdir -p /root/out/x86_64/tools
cp -rvp bin/* /root/out/x86_64/tools
$SCONS platform=windows bits=64 $OPTIONS tools=yes target=release_debug
mkdir -p /root/out/x64/tools
cp -rvp bin/* /root/out/x64/tools
rm -rf bin
$SCONS platform=windows arch=x86_64 $OPTIONS target=template_debug
$SCONS platform=windows arch=x86_64 $OPTIONS target=template_release
mkdir -p /root/out/x86_64/templates
cp -rvp bin/* /root/out/x86_64/templates
$SCONS platform=windows bits=64 $OPTIONS tools=no target=release_debug
$SCONS platform=windows bits=64 $OPTIONS tools=no target=release
mkdir -p /root/out/x64/templates
cp -rvp bin/* /root/out/x64/templates
rm -rf bin
$SCONS platform=windows arch=x86_32 $OPTIONS target=editor
mkdir -p /root/out/x86_32/tools
cp -rvp bin/* /root/out/x86_32/tools
$SCONS platform=windows bits=32 $OPTIONS tools=yes target=release_debug
mkdir -p /root/out/x86/tools
cp -rvp bin/* /root/out/x86/tools
rm -rf bin
$SCONS platform=windows arch=x86_32 $OPTIONS target=template_debug
$SCONS platform=windows arch=x86_32 $OPTIONS target=template_release
mkdir -p /root/out/x86_32/templates
cp -rvp bin/* /root/out/x86_32/templates
$SCONS platform=windows bits=32 $OPTIONS tools=no target=release_debug
$SCONS platform=windows bits=32 $OPTIONS tools=no target=release
mkdir -p /root/out/x86/templates
cp -rvp bin/* /root/out/x86/templates
rm -rf bin
fi
@@ -49,31 +49,34 @@ fi
if [ "${MONO}" == "1" ]; then
echo "Starting Mono build for Windows..."
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=windows arch=x86_64 $OPTIONS $OPTIONS_MONO target=editor
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=windows
mkdir -p /root/out/x86_64/tools-mono
cp -rvp bin/* /root/out/x86_64/tools-mono
export OPTIONS_MONO_PREFIX="${OPTIONS} ${OPTIONS_MONO} mono_prefix=${MONO_PREFIX_X86_64}"
$SCONS platform=windows bits=64 $OPTIONS_MONO_PREFIX tools=yes target=release_debug copy_mono_root=yes
mkdir -p /root/out/x64/tools-mono
cp -rvp bin/* /root/out/x64/tools-mono
rm -rf bin
$SCONS platform=windows arch=x86_64 $OPTIONS $OPTIONS_MONO target=template_debug
$SCONS platform=windows arch=x86_64 $OPTIONS $OPTIONS_MONO target=template_release
mkdir -p /root/out/x86_64/templates-mono
cp -rvp bin/* /root/out/x86_64/templates-mono
$SCONS platform=windows bits=64 $OPTIONS_MONO_PREFIX tools=no target=release_debug
$SCONS platform=windows bits=64 $OPTIONS_MONO_PREFIX tools=no target=release
mkdir -p /root/out/x64/templates-mono
cp -rvp bin/* /root/out/x64/templates-mono
rm -rf bin
$SCONS platform=windows arch=x86_32 $OPTIONS $OPTIONS_MONO target=editor
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=windows
mkdir -p /root/out/x86_32/tools-mono
cp -rvp bin/* /root/out/x86_32/tools-mono
export OPTIONS_MONO_PREFIX="${OPTIONS} ${OPTIONS_MONO} mono_prefix=${MONO_PREFIX_X86}"
$SCONS platform=windows bits=32 $OPTIONS_MONO_PREFIX tools=yes target=release_debug copy_mono_root=yes
mkdir -p /root/out/x86/tools-mono
cp -rvp bin/* /root/out/x86/tools-mono
rm -rf bin
$SCONS platform=windows arch=x86_32 $OPTIONS $OPTIONS_MONO target=template_debug
$SCONS platform=windows arch=x86_32 $OPTIONS $OPTIONS_MONO target=template_release
mkdir -p /root/out/x86_32/templates-mono
cp -rvp bin/* /root/out/x86_32/templates-mono
$SCONS platform=windows bits=32 $OPTIONS_MONO_PREFIX tools=no target=release_debug
$SCONS platform=windows bits=32 $OPTIONS_MONO_PREFIX tools=no target=release
mkdir -p /root/out/x86/templates-mono
cp -rvp bin/* /root/out/x86/templates-mono
rm -rf bin
fi

View File

@@ -83,7 +83,21 @@ while getopts "h?r:u:p:v:g:b:fsc" opt; do
esac
done
export podman=${PODMAN}
export podman=none
if which podman > /dev/null; then
export podman=podman
elif which docker > /dev/null; then
export podman=docker
fi
if [ "${podman}" == "none" ]; then
echo "Either podman or docker needs to be installed"
exit 1
fi
if [ $UID != 0 ]; then
echo "WARNING: Running as non-root may cause problems for the uwp build"
fi
if [ -z "${godot_version}" ]; then
echo "-v <version> is mandatory!"
@@ -108,7 +122,7 @@ fi
if [ $skip_download == 0 ]; then
echo "Fetching images"
for image in windows linux web; do
for image in mono-glue windows linux javascript; do
if [ ${force_download} == 1 ] || ! ${podman} image exists godot/$image; then
if ! ${podman} pull ${registry}/godot/${image}; then
echo "ERROR: image $image does not exist and can't be downloaded"
@@ -120,7 +134,7 @@ if [ $skip_download == 0 ]; then
if [ ! -z "${logged_in}" ]; then
echo "Fetching private images"
for image in macosx android ios; do
for image in macosx android ios uwp; do
if [ ${force_download} == 1 ] || ! ${podman} image exists godot-private/$image; then
if ! ${podman} pull ${registry}/godot-private/${image}; then
echo "ERROR: image $image does not exist and can't be downloaded"
@@ -131,23 +145,6 @@ if [ $skip_download == 0 ]; then
fi
fi
# macOS and iOS need the Vulkan SDK
if [ ! -d "deps/vulkansdk-macos" ]; then
echo "Missing Vulkan SDK for macOS, we're going to run into issues!"
fi
# Keystore for Android editor signing
# Optional - the config.sh will be copied but if it's not filled in,
# it will do an unsigned build.
if [ ! -d "deps/keystore" ]; then
mkdir -p deps/keystore
cp config.sh deps/keystore/
if [ ! -z "$GODOT_ANDROID_SIGN_KEYSTORE" ]; then
cp "$GODOT_ANDROID_SIGN_KEYSTORE" deps/keystore/
sed -i deps/keystore/config.sh -e "s@$GODOT_ANDROID_SIGN_KEYSTORE@/root/keystore/$GODOT_ANDROID_SIGN_KEYSTORE@"
fi
fi
if [ "${skip_git_checkout}" == 0 ]; then
git clone https://github.com/godotengine/godot git || /bin/true
pushd git
@@ -178,13 +175,17 @@ fi
export basedir="$(pwd)"
mkdir -p ${basedir}/out
mkdir -p ${basedir}/out/logs
mkdir -p ${basedir}/mono-glue
export podman_run="${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 ${basedir}/mono-glue:/root/mono-glue -w /root/"
export img_version=$IMAGE_VERSION
export img_version=3.x-f36-mono-6.12.0.182
# Get AOT compilers from their containers.
mkdir -p ${basedir}/out/aot-compilers
${podman} run -it --rm -w /root -v ${basedir}/out/aot-compilers:/root/out localhost/godot-ios:${img_version} bash -c "cp -r /root/aot-compilers/* /root/out"
chmod +x ${basedir}/out/aot-compilers/*/*
mkdir -p ${basedir}/mono-glue
${podman_run} -v ${basedir}/build-mono-glue:/root/build localhost/godot-linux:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/mono-glue
${podman_run} -v ${basedir}/build-mono-glue:/root/build localhost/godot-mono-glue:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/mono-glue
mkdir -p ${basedir}/out/windows
${podman_run} -v ${basedir}/build-windows:/root/build -v ${basedir}/out/windows:/root/out localhost/godot-windows:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/windows
@@ -192,18 +193,24 @@ ${podman_run} -v ${basedir}/build-windows:/root/build -v ${basedir}/out/windows:
mkdir -p ${basedir}/out/linux
${podman_run} -v ${basedir}/build-linux:/root/build -v ${basedir}/out/linux:/root/out localhost/godot-linux:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/linux
mkdir -p ${basedir}/out/web
${podman_run} -v ${basedir}/build-web:/root/build -v ${basedir}/out/web:/root/out localhost/godot-web:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/web
mkdir -p ${basedir}/out/javascript
${podman_run} -v ${basedir}/build-javascript:/root/build -v ${basedir}/out/javascript:/root/out localhost/godot-javascript:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/javascript
mkdir -p ${basedir}/out/macos
${podman_run} -v ${basedir}/build-macos:/root/build -v ${basedir}/out/macos:/root/out -v ${basedir}/deps/vulkansdk-macos:/root/vulkansdk localhost/godot-osx:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/macos
mkdir -p ${basedir}/out/macosx
${podman_run} -v ${basedir}/build-macosx:/root/build -v ${basedir}/out/macosx:/root/out localhost/godot-osx:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/macosx
mkdir -p ${basedir}/out/android
${podman_run} -v ${basedir}/build-android:/root/build -v ${basedir}/out/android:/root/out -v ${basedir}/deps/keystore:/root/keystore localhost/godot-android:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/android
${podman_run} -v ${basedir}/build-android:/root/build -v ${basedir}/out/android:/root/out localhost/godot-android:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/android
mkdir -p ${basedir}/out/ios
${podman_run} -v ${basedir}/build-ios:/root/build -v ${basedir}/out/ios:/root/out localhost/godot-ios:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/ios
mkdir -p ${basedir}/out/server
${podman_run} -v ${basedir}/build-server:/root/build -v ${basedir}/out/server:/root/out localhost/godot-linux:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/server
mkdir -p ${basedir}/out/uwp
${podman_run} --ulimit nofile=32768:32768 -v ${basedir}/build-uwp:/root/build -v ${basedir}/out/uwp:/root/out ${registry}/godot-private/uwp:latest bash build/build.sh 2>&1 | tee ${basedir}/out/logs/uwp
if [ ! -z "$SUDO_UID" ]; then
chown -R "${SUDO_UID}":"${SUDO_GID}" ${basedir}/git ${basedir}/out ${basedir}/mono-glue ${basedir}/godot*.tar.gz
fi

View File

@@ -3,28 +3,16 @@
# Configuration file for user-specific details.
# This file is gitignore'd and will be sourced by build scripts.
# Note: For passwords or GPG keys, make sure that special characters such
# as $ won't be expanded, by using single quotes to enclose the string,
# or escaping with \$.
# These scripts are designed and tested against podman. They may also work
# with docker, but it's not guaranteed. You can set this variable to the
# relevant tool in your PATH or an absolute path to run it from.
export PODMAN='podman'
# Registry for build containers.
# The default registry is the one used for official Godot builds.
# Note that some of its images are private and only accessible to selected
# contributors.
# You can build your own registry with scripts at
# https://github.com/godotengine/build-containers
export REGISTRY='registry.prehensile-tales.com'
# Version string of the images to use in build.sh.
export IMAGE_VERSION='4.x-f36'
export REGISTRY="registry.prehensile-tales.com"
# Default build name used to distinguish between official and custom builds.
export BUILD_NAME='custom_build'
export BUILD_NAME="custom_build"
# Default number of parallel cores for each build.
export NUM_CORES=16
@@ -33,51 +21,24 @@ export NUM_CORES=16
# If you do not fill all SIGN_* fields, signing will be skipped.
# Path to pkcs12 archive.
export SIGN_KEYSTORE=''
export SIGN_KEYSTORE=""
# Password for the private key.
export SIGN_PASSWORD=''
export SIGN_PASSWORD=""
# Name and URL of the signed application.
# Use your own when making a thirdparty build.
export SIGN_NAME=''
export SIGN_URL=''
export SIGN_NAME=""
export SIGN_URL=""
# Hostname or IP address of an OSX host (Needed for signing)
# eg 'user@10.1.0.10'
export OSX_HOST=''
# eg "user@10.1.0.10"
export OSX_HOST=""
# ID of the Apple certificate used to sign
export OSX_KEY_ID=''
export OSX_KEY_ID=""
# Bundle id for the signed app
export OSX_BUNDLE_ID=''
export OSX_BUNDLE_ID=""
# Username/password for Apple's signing APIs (used for notarytool)
export APPLE_TEAM=''
export APPLE_ID=''
export APPLE_ID_PASSWORD=''
# NuGet source for publishing .NET packages
export NUGET_SOURCE='nuget.org'
# API key for publishing NuGet packages to nuget.org
export NUGET_API_KEY=''
# MavenCentral (sonatype) credentials
export OSSRH_GROUP_ID=''
export OSSRH_USERNAME=''
export OSSRH_PASSWORD=''
# Sonatype assigned ID used to upload the generated artifacts
export SONATYPE_STAGING_PROFILE_ID=''
# Used to sign the artifacts after they're built
# ID of the GPG key pair, the last eight characters of its fingerprint
export SIGNING_KEY_ID=''
# Passphrase of the key pair
export SIGNING_PASSWORD=''
# Base64 encoded private GPG key
export SIGNING_KEY=''
# Android signing configs
# Path to the Android keystore file used to sign the release build
export GODOT_ANDROID_SIGN_KEYSTORE=''
# Key alias used for signing the release build
export GODOT_ANDROID_KEYSTORE_ALIAS=''
# Password for the key used for signing the release build
export GODOT_ANDROID_SIGN_PASSWORD=''
export APPLE_TEAM=""
export APPLE_ID=""
export APPLE_ID_PASSWORD=""