22 Commits
4.3 ... 4.4

Author SHA1 Message Date
Rémi Verschelde
6def3039b1 publish-release: Add -d argument to publish as draft release on GH (#135)
(cherry picked from commit fd3bd4ad89)
2025-10-29 10:53:15 +01:00
Rémi Verschelde
6f0a10f6f9 publish-release: Add support to upload stable builds to GH, Steam, EGS and itch.io
(cherry picked from commit 73402a1c9f)
2025-03-27 11:27:38 +01:00
Rémi Verschelde
d2e5eab17c Merge pull request #108 from godotengine/steam
build-release: Copy and sign Steam Windows exe for stable releases
2025-03-18 17:12:16 +01:00
Rémi Verschelde
fb34c3ff3e build-release: Copy and sign Steam Windows exe for stable releases 2025-03-12 23:43:17 +01:00
Rémi Verschelde
e2e01f05df Merge pull request #106 from darksylinc/matias-swappy-2025-01
Update to latest version of Swappy
2025-03-04 00:45:26 +01:00
Matias N. Goldberg
c9f1d801ae Update to latest version of Swappy
Fixes #103294
2025-03-03 20:44:32 -03:00
Rémi Verschelde
7cfa88aaaf Merge pull request #105 from godotengine/android-picoos-editor
Add support for Android editor builds for PicoOS devices
2025-02-07 01:44:25 +01:00
Rémi Verschelde
c9d351ab67 Add support for Android editor builds for PicoOS devices 2025-01-15 18:01:31 +01:00
Rémi Verschelde
e7210ecc92 Merge pull request #104 from godotengine/update-toolchains-f41
Update toolchains based on Fedora 41 for Godot 4.4
2024-12-16 23:03:04 +01:00
Rémi Verschelde
5e3a9b9cdc Update toolchains based on Fedora 41 for Godot 4.4 2024-12-16 23:01:51 +01:00
HP van Braam
b4613cec24 Merge pull request #102 from bruvzg/ts_data_in_template
Add ICU data to export templates.
2024-12-12 16:19:01 +01:00
Pāvels Nadtočajevs
bf0dd1992c Add ICU data to export templates. 2024-12-09 15:58:49 +02:00
Rémi Verschelde
1e4dc88253 Add script to publish releases everywhere
- GitHub godot-builds
- Web editor
- NuGet
- MavenCentral

Still missing instructions for uploading stable releases to stores, etc.
2024-11-21 10:57:27 +01:00
Rémi Verschelde
8c176b460b Android: Download and copy swappy libraries 2024-11-08 14:39:11 +01:00
Rémi Verschelde
e0891e9fde Adapt build scripts to run with passwordless sudo podman 2024-11-07 22:36:40 +01:00
Rémi Verschelde
251cea182e Merge pull request #94 from raulsntos/dotnet/android-monovm
.NET: Build Android templates with 'mono' edition
2024-11-07 20:50:02 +01:00
Rémi Verschelde
9259edf571 Merge pull request #99 from adamscott/add-gitignore-dsstore
Add `.DS_Store` to .gitignore
2024-09-16 15:44:41 +02:00
Rémi Verschelde
cc7ca0f706 Merge pull request #101 from m4gr3d/main
Update the Android editor build scripts
2024-09-16 15:44:26 +02:00
Fredia Huya-Kouadio
5f48331f5d Update the Android editor build scripts to match the updated build flavors in https://github.com/godotengine/godot/pull/96967 2024-09-14 12:15:22 -07:00
Fredia Huya-Kouadio
fa404f8c17 Add support for Android editor builds for Meta devices (#100) 2024-09-08 23:07:07 +02:00
Adam Scott
d808ce84ce Add .DS_Store to .gitignore 2024-08-21 12:04:20 -04:00
Raul Santos
232be2e47f .NET: Build Android templates with 'mono' edition
Build the Android templates for .NET using the 'mono' edition that contains additional dependencies required by .NET projects to support Android OS APIs (like crypto).
2024-04-29 03:56:22 +02:00
10 changed files with 348 additions and 85 deletions

4
.gitignore vendored
View File

@@ -16,5 +16,9 @@ angle.7z
out/
releases/
sha512sums/
steam/
tmp/
web/
# macOS
.DS_Store

View File

@@ -13,6 +13,7 @@ rm -rf godot
mkdir godot
cd godot
tar xf /root/godot.tar.gz --strip-components=1
cp -rf /root/swappy/* thirdparty/swappy-frame-pacing/
# Environment variables and keystore needed for signing store editor build,
# as well as signing and publishing to MavenCentral.
@@ -35,23 +36,35 @@ if [ "${CLASSICAL}" == "1" ]; then
$SCONS platform=android arch=x86_64 $OPTIONS target=editor store_release=${store_release}
pushd platform/android/java
# Generate the regular Android editor.
./gradlew generateGodotEditor
# Generate the Android editor for HorizonOS devices.
./gradlew generateGodotHorizonOSEditor
# Generate the Android editor for PicoOS devices.
./gradlew generateGodotPicoOSEditor
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
cp bin/android_editor_builds/android_editor-android-release.apk /root/out/tools/android_editor.apk
cp bin/android_editor_builds/android_editor-android-release.aab /root/out/tools/android_editor.aab
# For the HorizonOS and PicoOS builds, we only copy the apk.
cp bin/android_editor_builds/android_editor-horizonos-release.apk /root/out/tools/android_editor_horizonos.apk
cp bin/android_editor_builds/android_editor-picoos-release.apk /root/out/tools/android_editor_picoos.apk
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
cp bin/android_editor_builds/android_editor-android-debug.apk /root/out/tools/android_editor.apk
cp bin/android_editor_builds/android_editor-android-debug.aab /root/out/tools/android_editor.aab
# For the HorizonOS and PicoOS build, we only copy the apk.
cp bin/android_editor_builds/android_editor-horizonos-debug.apk /root/out/tools/android_editor_horizonos.apk
cp bin/android_editor_builds/android_editor-picoos-debug.apk /root/out/tools/android_editor_picoos.apk
fi
# 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
cp -rf /root/swappy/* thirdparty/swappy-frame-pacing/
$SCONS platform=android arch=arm32 $OPTIONS target=template_debug
$SCONS platform=android arch=arm32 $OPTIONS target=template_release
@@ -104,13 +117,13 @@ if [ "${MONO}" == "1" ]; then
$SCONS platform=android arch=x86_64 $OPTIONS $OPTIONS_MONO target=template_release
pushd platform/android/java
./gradlew generateGodotTemplates
./gradlew generateGodotMonoTemplates
popd
mkdir -p /root/out/templates-mono
cp bin/android_source.zip /root/out/templates-mono/
cp bin/android_debug.apk /root/out/templates-mono/
cp bin/android_release.apk /root/out/templates-mono/
cp bin/android_monoDebug.apk /root/out/templates-mono/android_debug.apk
cp bin/android_monoRelease.apk /root/out/templates-mono/android_release.apk
cp bin/godot-lib.template_release.aar /root/out/templates-mono/
fi

View File

@@ -11,7 +11,7 @@ export OPTIONS="production=yes use_lto=no"
export OPTIONS_MONO="module_mono_enabled=yes"
export TERM=xterm
export IOS_SDK="17.5"
export IOS_SDK="18.2"
export IOS_LIPO="/root/ioscross/arm64/bin/arm-apple-darwin11-lipo"
rm -rf godot

View File

@@ -5,7 +5,7 @@ set -e
# Config
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no"
export OPTIONS="osxcross_sdk=darwin23.6 production=yes use_volk=no vulkan_sdk_path=/root/moltenvk angle_libs=/root/angle"
export OPTIONS="osxcross_sdk=darwin24.2 production=yes use_volk=no vulkan_sdk_path=/root/moltenvk angle_libs=/root/angle"
export OPTIONS_MONO="module_mono_enabled=yes"
export TERM=xterm

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@@ -3,6 +3,9 @@
set -e
export basedir=$(pwd)
# Log output to a file automatically.
exec > >(tee -a "out/logs/build-release") 2>&1
# Config
# For signing keystore and password.
@@ -88,47 +91,14 @@ sign_macos_template() {
ssh "${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 [ $can_publish_maven == 0 ]; then
return
fi
# FIXME: Might be worth reworking the script to make it all sudo-safe and use appropriate users throughout.
sudo sh build-android/upload-mavencentral.sh
}
godot_version=""
templates_version=""
do_cleanup=1
make_tarball=1
build_classical=1
build_mono=1
publish_nuget=0
publish_maven=0
while getopts "h?v:t:b:p:n-:" opt; do
while getopts "h?v:t:b:n-:" opt; do
case "$opt" in
h|\?)
echo "Usage: $0 [OPTIONS...]"
@@ -136,7 +106,6 @@ while getopts "h?v:t:b:p:n-:" opt; do
echo " -v godot version (e.g: 3.2-stable) [mandatory]"
echo " -t templates version (e.g. 3.2.stable) [mandatory]"
echo " -b build target: all|classical|mono|none (default: all)"
echo " -p publish target: all|nuget|maven|none (default: none)"
echo " --no-cleanup disable deleting pre-existing output folders (default: false)"
echo " --no-tarball disable generating source tarball (default: false)"
echo
@@ -158,16 +127,6 @@ while getopts "h?v:t:b:p:n-:" opt; do
build_mono=0
fi
;;
p)
if [ "$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 "${OPTARG}" in
no-cleanup)
@@ -195,12 +154,13 @@ elif [[ "{$templates_version}" == *"-"* ]]; then
exit 1
fi
export webdir="${basedir}/web/${templates_version}"
export reldir="${basedir}/releases/${godot_version}"
export reldir_mono="${reldir}/mono"
export tmpdir="${basedir}/tmp"
export templatesdir="${tmpdir}/templates"
export templatesdir_mono="${tmpdir}/mono/templates"
export webdir="${basedir}/web/${templates_version}"
export steamdir="${basedir}/steam"
export godot_basename="Godot_v${godot_version}"
@@ -208,15 +168,19 @@ export godot_basename="Godot_v${godot_version}"
if [ "${do_cleanup}" == "1" ]; then
rm -rf ${webdir}
rm -rf ${reldir}
rm -rf ${tmpdir}
rm -rf ${webdir}
rm -rf ${steamdir}
mkdir -p ${webdir}
mkdir -p ${reldir}
mkdir -p ${reldir_mono}
mkdir -p ${templatesdir}
mkdir -p ${templatesdir_mono}
mkdir -p ${webdir}
if [ -d out/windows/steam ]; then
mkdir -p ${steamdir}
fi
fi
@@ -258,6 +222,13 @@ if [ "${build_classical}" == "1" ]; then
zip -q -9 "${reldir}/${binname}.zip" ${binname}
rm ${binname}
# ICU data
if [ -f ${basedir}/git/thirdparty/icu4c/icudt_godot.dat ]; then
cp ${basedir}/git/thirdparty/icu4c/icudt_godot.dat ${templatesdir}/icudt_godot.dat
else
echo "icudt_godot.dat" not found.
fi
# 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 ${templatesdir}/linux_debug.x86_64
@@ -337,6 +308,20 @@ if [ "${build_classical}" == "1" ]; then
rm -rf macos_template.app
sign_macos_template ${templatesdir} 0
## Steam (Classical) ##
if [ -d out/windows/steam ]; then
cp out/windows/steam/godot.windows.editor.x86_64.exe ${steamdir}/godot.windows.opt.tools.64.exe
cp out/windows/steam/godot.windows.editor.x86_32.exe ${steamdir}/godot.windows.opt.tools.32.exe
sign_windows ${steamdir}/godot.windows.opt.tools.64.exe
sign_windows ${steamdir}/godot.windows.opt.tools.32.exe
unzip ${reldir}/${godot_basename}_linux.x86_64.zip -d ${steamdir}/
unzip ${reldir}/${godot_basename}_linux.x86_32.zip -d ${steamdir}/
mv ${steamdir}/{${godot_basename}_linux.x86_64,godot.x11.opt.tools.64}
mv ${steamdir}/{${godot_basename}_linux.x86_32,godot.x11.opt.tools.32}
unzip ${reldir}/${godot_basename}_macos.universal -d ${steamdir}/
fi
## Web (Classical) ##
# Editor
@@ -366,6 +351,10 @@ if [ "${build_classical}" == "1" ]; then
# Editor
binname="${godot_basename}_android_editor.apk"
cp out/android/tools/android_editor.apk ${reldir}/${binname}
binname="${godot_basename}_android_editor_horizonos.apk"
cp out/android/tools/android_editor_horizonos.apk ${reldir}/${binname}
binname="${godot_basename}_android_editor_picoos.apk"
cp out/android/tools/android_editor_picoos.apk ${reldir}/${binname}
binname="${godot_basename}_android_editor.aab"
cp out/android/tools/android_editor.aab ${reldir}/${binname}
@@ -440,6 +429,13 @@ if [ "${build_mono}" == "1" ]; then
zip -r -q -9 "${reldir_mono}/${binbasename}_arm32.zip" ${binbasename}_arm32
rm -rf ${binbasename}_arm32
# ICU data
if [ -f ${basedir}/git/thirdparty/icu4c/icudt_godot.dat ]; then
cp ${basedir}/git/thirdparty/icu4c/icudt_godot.dat ${templatesdir_mono}/icudt_godot.dat
else
echo "icudt_godot.dat" not found.
fi
# 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 ${templatesdir_mono}/linux_release.x86_64
@@ -578,22 +574,4 @@ if [ "${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"

View File

@@ -4,6 +4,14 @@ set -e
OPTIND=1
export basedir="$(pwd)"
mkdir -p ${basedir}/out
mkdir -p ${basedir}/out/logs
mkdir -p ${basedir}/mono-glue
# Log output to a file automatically.
exec > >(tee -a "out/logs/build") 2>&1
# Config
# For default registry and number of cores.
@@ -180,6 +188,15 @@ if [ ! -d "deps/mesa" ]; then
popd
fi
if [ ! -d "deps/swappy" ]; then
echo "Missing Swappy libraries, downloading them."
mkdir -p deps/swappy
pushd deps/swappy
curl -L -O https://github.com/godotengine/godot-swappy/releases/download/from-source-2025-01-31/godot-swappy.7z
7z x godot-swappy.7z && rm godot-swappy.7z
popd
fi
# Keystore for Android editor signing
# Optional - the config.sh will be copied but if it's not filled in,
# it will do an unsigned build.
@@ -219,12 +236,7 @@ EOF
popd
fi
export basedir="$(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 ${basedir}/mono-glue:/root/mono-glue -w /root/"
export podman_run="${podman} run -it --rm --env BUILD_NAME=${BUILD_NAME} --env GODOT_VERSION_STATUS=${GODOT_VERSION_STATUS} --env NUM_CORES=${NUM_CORES} --env CLASSICAL=${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
mkdir -p ${basedir}/mono-glue
@@ -243,11 +255,15 @@ mkdir -p ${basedir}/out/macos
${podman_run} -v ${basedir}/build-macos:/root/build -v ${basedir}/out/macos:/root/out -v ${basedir}/deps/moltenvk:/root/moltenvk -v ${basedir}/deps/angle:/root/angle localhost/godot-osx:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/macos
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 -v ${basedir}/deps/swappy:/root/swappy -v ${basedir}/deps/keystore:/root/keystore localhost/godot-android:${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 ${basedir}/out/logs/ios
uid=$(id -un)
gid=$(id -gn)
if [ ! -z "$SUDO_UID" ]; then
chown -R "${SUDO_UID}":"${SUDO_GID}" ${basedir}/git ${basedir}/out ${basedir}/mono-glue ${basedir}/godot*.tar.gz
uid="${SUDO_UID}"
gid="${SUDO_GID}"
fi
chown -R -f $uid:$gid ${basedir}/git ${basedir}/out ${basedir}/mono-glue ${basedir}/godot*.tar.gz

View File

@@ -1,3 +1,3 @@
#!/bin/bash
rm -rf releases tmp web
rm -rf releases steam tmp web

View File

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

View File

@@ -12,6 +12,29 @@
# relevant tool in your PATH or an absolute path to run it from.
export PODMAN='podman'
# GitHub token for @GodotBuilder for releases on godotengine/godot-builds,
# can use a long expiry date.
# For stable releases to godotengine/godot, generate a personal token with
# write access to godotengine/godot for use in publish-release.sh.
export GH_TOKEN=''
# Path to a Git clone of https://github.com/godotengine/godot-builds.
# Only used for uploading official releases.
export GODOT_BUILDS_PATH=''
# Path to the directory with the Steam upload setup.
export UPLOAD_STEAM_PATH=''
# Path to the directory with the EGS upload setup.
export UPLOAD_EGS_PATH=''
# Path to the 'butler' binary for upload of stable releases to itch.io.
export UPLOAD_ITCH_BUTLER=''
# SSH hostname to upload Web editor builds to.
# Only used for uploading official releases.
export WEB_EDITOR_HOSTNAME=''
# 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

229
publish-release.sh Executable file
View File

@@ -0,0 +1,229 @@
#!/bin/bash
set -e
# Log output to a file automatically.
exec > >(tee -a "out/logs/publish-release") 2>&1
# Config
# For upload tools and signing/release keys.
source ./config.sh
godot_version=""
latest_stable=0
skip_stable=0
draft_arg=""
while getopts "h?v:lsd" opt; do
case "$opt" in
h|\?)
echo "Usage: $0 [OPTIONS...]"
echo
echo " -v godot version (e.g: 3.2-stable) [mandatory]"
echo " -l latest stable release (web editor, itch.io, EGS)"
echo " -s don't run stable specific steps"
echo " -d publish as draft release on GitHub"
echo
exit 1
;;
v)
godot_version=$OPTARG
;;
l)
latest_stable=1
;;
s)
skip_stable=1
;;
d)
draft_arg="-d"
;;
esac
done
if [ -z "${godot_version}" ]; then
echo "Mandatory argument -v missing."
exit 1
fi
basedir=$(pwd)
reldir=${basedir}/releases/${godot_version}
# Confirm
IFS=- read version status <<< "${godot_version}"
echo "Publishing Godot ${version} ${status}."
read -p "Is this correct (y/n)? " choice
case "$choice" in
y|Y ) echo "yes";;
n|N ) echo "No, aborting."; exit 0;;
* ) echo "Invalid choice, aborting."; exit 1;;
esac
template_version=${version}.${status}
# Config checks for stable releases.
if [ "${status}" == "stable" -a "${skip_stable}" == "0" ]; then
echo "Publishing a stable release. Checking that configuration is valid to perform stable release specific steps."
read -p "Enter personal access token (GH_TOKEN) for godotengine/godot: " personal_gh_token
if [[ "${personal_gh_token}" != "github_pat_"* ]]; then
echo "Provided personal access token should start with 'github_pat', aborting."
exit 1
fi
if ! gh api repos/godotengine/godot/git/refs/tags | grep -q ${godot_version}; then
echo "The tag '${godot_version}' does not exist in godotengine/godot, aborting."
echo "Push commits and create it manually before running this script."
exit 1
fi
if [ ! -d "${UPLOAD_STEAM_PATH}" ]; then
echo "Invalid config.sh: UPLOAD_STEAM_PATH is not a directory, aborting."
exit 1
fi
if [ "${latest_stable}" == "1" ]; then
if [ ! -d "${UPLOAD_EGS_PATH}" ]; then
echo "Invalid config.sh: UPLOAD_EGS_PATH is not a directory, aborting."
exit 1
fi
if [ ! -x "${UPLOAD_ITCH_BUTLER}" ]; then
echo "Invalid config.sh: UPLOAD_ITCH_BUTLER does not point to an executable, aborting."
exit 1
fi
fi
fi
# Upload to GitHub godot-builds
echo "Uploading release to to godotengine/godot-builds repository."
if [ -z "${GODOT_BUILDS_PATH}" ]; then
echo "Missing path to godotengine/godot-builds clone in config.sh, necessary to upload releases. Aborting."
exit 1
fi
${GODOT_BUILDS_PATH}/tools/upload-github.sh -v ${version} -f ${status} ${draft_arg}
# Stable release only
if [ "${status}" == "stable" -a "${skip_stable}" == "0" ]; then
namever=Godot_v${godot_version}
echo "Uploading stable release to main GitHub repository."
export GH_TOKEN=${personal_gh_token}
pushd git
# Get release details from existing godot-builds release.
release_info=$(gh release view ${godot_version} --repo godotengine/godot-builds --json name,body)
release_title=$(echo "$release_info" | jq -r '.name')
release_desc=$(echo "$release_info" | jq -r '.body')
gh release create ${godot_version} --repo godotengine/godot --title "$release_title" --notes "$release_desc" ${draft_arg}
gh release upload ${godot_version} ${reldir}/[Gg]* ${reldir}/mono/[Gg]*
# Concatenate SHA sums.
cp ${reldir}/SHA512-SUMS.txt .
cat ${reldir}/mono/SHA512-SUMS.txt >> SHA512-SUMS.txt
gh release upload ${godot_version} SHA512-SUMS.txt
rm SHA512-SUMS.txt
popd
echo "Uploading stable release to Steam."
pushd ${UPLOAD_STEAM_PATH}
rm -rf content/bin/[Gg]*
rm -rf content/editor_data/export_templates/*
cp -f ${basedir}/git/*.{md,txt,png,svg} content/
# Steam specific binaries prepared by build-release.sh
cp -r ${basedir}/steam/[Gg]* content/bin/
unzip ${reldir}/${namever}_export_templates.tpz -d content/editor_data/export_templates/
mv content/editor_data/export_templates/{templates,${template_version}}
steam_build/build.sh
popd
if [ "${latest_stable}" == "1" ]; then
echo "Uploading stable release to EGS (latest only)."
pushd ${UPLOAD_EGS_PATH}
rm -rf buildroot-*/*
unzip ${reldir}/${namever}_win64.exe.zip -d buildroot-win64/
unzip ${reldir}/${namever}_win32.exe.zip -d buildroot-win32/
unzip ${reldir}/${namever}_macos.universal.zip -d buildroot-macos/
./upload.sh -v ${godot_version}
popd
echo "Uploading stable release to itch.io (latest only)."
${UPLOAD_ITCH_BUTLER} push ${reldir}/${namever}_linux.x86_64.zip godotengine/godot:linux-64-stable --userversion ${godot_version}
${UPLOAD_ITCH_BUTLER} push ${reldir}/${namever}_linux.x86_32.zip godotengine/godot:linux-32-stable --userversion ${godot_version}
${UPLOAD_ITCH_BUTLER} push ${reldir}/${namever}_win64.exe.zip godotengine/godot:windows-64-stable --userversion ${godot_version}
${UPLOAD_ITCH_BUTLER} push ${reldir}/${namever}_win32.exe.zip godotengine/godot:windows-32-stable --userversion ${godot_version}
${UPLOAD_ITCH_BUTLER} push ${reldir}/${namever}_macos.universal.zip godotengine/godot:osx-64-stable --userversion ${godot_version}
fi
echo "All stable release upload steps done."
fi
# NuGet packages
publish_nuget_packages() {
for pkg in "$@"; do
dotnet nuget push $pkg --source "${NUGET_SOURCE}" --api-key "${NUGET_API_KEY}" --skip-duplicate
done
}
if [ ! -z "${NUGET_SOURCE}" ] && [ ! -z "${NUGET_API_KEY}" ] && [[ $(type -P "dotnet") ]]; then
echo "Publishing NuGet packages..."
publish_nuget_packages out/linux/x86_64/tools-mono/GodotSharp/Tools/nupkgs/*.nupkg
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
# Godot Android library
if [ -d "deps/keystore" ]; then
echo "Publishing Android library to MavenCentral..."
sh build-android/upload-mavencentral.sh
else
echo "Disabling Android library publishing as deps/keystore doesn't exist."
fi
# Web editor
echo "Uploading web editor... (with retry logic as it can be flaky)"
MAX_RETRIES=5
delay=5
retry_command() {
local attempt=1
local cmd=$1
while [ ${attempt} -le ${MAX_RETRIES} ]; do
echo "Attempt ${attempt}: Running command..."
eval "${cmd}" && return 0 # Success
echo "Command failed. Retrying in ${delay} seconds..."
sleep ${delay}
((attempt++))
delay=$((delay * 2)) # Exponential backoff
done
echo "❌ Command failed after ${MAX_RETRIES} attempts."
return 1
}
command="sudo mv /home/akien/web_editor/${template_version} /var/www/editor.godotengine.org/public/releases/"
command="${command}; cd /var/www/editor.godotengine.org; sudo chown -R www-data:www-data public/releases/${template_version}"
command="${command}; sudo ./create-symlinks.sh -v ${template_version}"
if [ "${latest_stable}" == "1" ]; then
echo "Marking web editor build as 'latest'."
command="${command} -l"
fi
retry_command "scp -P 22 -r web/${template_version} ${WEB_EDITOR_HOSTNAME}:/home/akien/web_editor/"
sleep 2
retry_command "ssh -p 22 ${WEB_EDITOR_HOSTNAME} '${command}'"
echo "All publishing steps done. Check out/logs/publish-release to double check that all steps succeeded."