5 Commits
main ... 4.5

Author SHA1 Message Date
Rémi Verschelde
69b6f0a66e publish-release: Add -d argument to publish as draft release on GH (#135)
(cherry picked from commit fd3bd4ad89)
2025-10-29 10:52:49 +01:00
Anish Kumar
13e2c35a67 Android Editor: Add release url to dev/beta/rc notes on Play Store (#134)
(cherry picked from commit 38f2a5e351)
2025-10-27 18:30:48 +01:00
Rémi Verschelde
5adaf9761a Fix check for Play Store JSON upload key
(cherry picked from commit d72076547a)
2025-10-15 23:09:14 +02:00
Anish Mishra
daba64bcfa Publish Android Editor stable releases to open testing track (#130)
(cherry picked from commit 33d44ce966)
2025-10-14 01:01:58 +02:00
Anish Mishra
eea2b5572b Automate Play Store uploads for the Android Editor (#128)
Co-authored-by: Rémi Verschelde <remi@godotengine.org>
(cherry picked from commit f17aad663b)
2025-10-10 14:08:06 +02:00
13 changed files with 52 additions and 589 deletions

View File

@@ -4,12 +4,11 @@ set -e
# Config
# Debug symbols are enabled for the Android builds so we can generate a separate debug symbols file.
# Debug symbols are enabled for the Android builds so we can generate a separate debug symbols file.
# Gradle will strip them out of the final artifacts.
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no redirect_build_objects=no"
export OPTIONS="production=yes debug_symbols=yes"
export OPTIONS_MONO="module_mono_enabled=yes"
export OPTIONS_DOTNET="module_dotnet_enabled=yes"
export TERM=xterm
prepare_source() {
@@ -144,34 +143,4 @@ if [ "${MONO}" == "1" ]; then
cp bin/godot-lib.template_release.aar /root/out/templates-mono/
fi
# .NET
if [ "${DOTNET}" == "1" ]; then
echo "Starting .NET build for Android..."
prepare_source
$SCONS platform=android arch=arm32 $OPTIONS $OPTIONS_DOTNET target=template_debug
$SCONS platform=android arch=arm32 $OPTIONS $OPTIONS_DOTNET target=template_release
$SCONS platform=android arch=arm64 $OPTIONS $OPTIONS_DOTNET target=template_debug
$SCONS platform=android arch=arm64 $OPTIONS $OPTIONS_DOTNET target=template_release
$SCONS platform=android arch=x86_32 $OPTIONS $OPTIONS_DOTNET target=template_debug
$SCONS platform=android arch=x86_32 $OPTIONS $OPTIONS_DOTNET target=template_release
$SCONS platform=android arch=x86_64 $OPTIONS $OPTIONS_DOTNET target=template_debug
$SCONS platform=android arch=x86_64 $OPTIONS $OPTIONS_DOTNET target=template_release
pushd platform/android/java
./gradlew generateGodotMonoTemplates
popd
mkdir -p /root/out/templates-dotnet
cp bin/android_source.zip /root/out/templates-dotnet/
cp bin/android_monoDebug.apk /root/out/templates-dotnet/android_debug.apk
cp bin/android_monoRelease.apk /root/out/templates-dotnet/android_release.apk
cp bin/godot-lib.template_release.aar /root/out/templates-dotnet/
fi
echo "Android build successful"

View File

@@ -1,55 +0,0 @@
#!/bin/bash
if [ "$#" -ne 2 ]; then
echo "Usage: $0 <version-name> <latest-stable>"
exit 1
fi
VERSION_NAME="$1"
LATEST_STABLE="$2"
BASEDIR="$(pwd)"
source ${BASEDIR}/config.sh
TMPDIR=$(mktemp -d)
cleanup() {
rm -rf "$TMPDIR"
}
trap cleanup EXIT
OVR_PLATFORM_UTIL_DOWNLOAD_URL="https://www.oculus.com/download_app/?id=5159709737372459"
OVR_PLATFORM_UTIL="$TMPDIR/ovr-platform-util"
APK_FILE="${BASEDIR}/out/android/tools/android_editor_horizonos.apk"
NDS_FILE="${BASEDIR}/out/android/tools/android_editor_native_debug_symbols.zip"
NDS_OUTPUT_DIR="$TMPDIR/nds"
STATUS=$(echo "$VERSION_NAME" | sed -e 's/^.*-\([a-z][a-z]*\)[0-9]*$/\1/')
if [ "$STATUS" = "stable" -a "$LATEST_STABLE" = "1" ]; then
HORIZON_STORE_CHANNEL="LIVE"
elif [ "$STATUS" = "dev" ]; then
HORIZON_STORE_CHANNEL="ALPHA"
elif [ "$STATUS" = "beta" ]; then
HORIZON_STORE_CHANNEL="BETA"
elif [ "$STATUS" = "rc" ]; then
HORIZON_STORE_CHANNEL="RC"
else
echo "Unable to determine Horizon store channel from version status: $STATUS" >/dev/stderr
exit 1
fi
mkdir -p "$NDS_OUTPUT_DIR"
(cd "$NDS_OUTPUT_DIR" && unzip "$NDS_FILE")
echo "Downloading ovr-platform-util..."
if ! curl -fL -o "$OVR_PLATFORM_UTIL" "$OVR_PLATFORM_UTIL_DOWNLOAD_URL"; then
exit 1
fi
chmod +x "$OVR_PLATFORM_UTIL"
echo "Uploading $VERSION_NAME to Horizon store on channel $HORIZON_STORE_CHANNEL..."
if ! $OVR_PLATFORM_UTIL upload-quest-build --app-id "$GODOT_ANDROID_HORIZON_APP_ID" --app-secret "$GODOT_ANDROID_HORIZON_APP_SECRET" --apk "$APK_FILE" --channel "$HORIZON_STORE_CHANNEL" --debug-symbols-dir "$NDS_OUTPUT_DIR/arm64-v8a/" --debug-symbols-pattern '*.so'; then
exit 1
fi

View File

@@ -1,71 +0,0 @@
#!/bin/bash
set -e
if [ "${DOTNET}" != "1" ]; then
exit 0
fi
dnf install -y clang python-unversioned-command
git clone https://github.com/raulsntos/godot-dotnet
cd godot-dotnet
git checkout upgrade-assistant-plus-source-code-plugin-wip
echo "Building and generating .NET extension..."
# TODO: Get rid of this when we fix all these trimming warnings in godot-dotnet.
cat << EOF >> .editorconfig
# Disable trimming warnings because it spams the output too much.
dotnet_diagnostics.IL2111.severity = none
EOF
prerelease_label="${GODOT_VERSION#*-}"
version_prefix="${GODOT_VERSION%-*}"
if [[ "${prerelease_label}" == "${GODOT_VERSION}" ]]; then
prerelease_label=""
fi
# TODO: Ensure we don't accidentally make stable releases. We can remove this when we're ready for a stable release.
if [[ -z "$prerelease_label" ]]; then
echo "YOU ARE NOT SUPPOSED TO MAKE A STABLE RELEASE WITH THIS"
exit -1
fi
version_component_count=$(grep -o "\." <<< "$version_prefix" | wc -l)
if [ "$version_component_count" -eq 0 ]; then
version_prefix="${version_prefix}.0.0"
elif [ "$version_component_count" -eq 1 ]; then
version_prefix="${version_prefix}.0"
fi
if [[ -n "$prerelease_label" ]]; then
if [[ "$prerelease_label" =~ ^dev ]]; then
prerelease_label="${prerelease_label/dev/alpha}"
fi
prerelease_label=$(echo "$prerelease_label" | sed -E 's/([^0-9])([0-9])/\1.\2/g')
fi
echo "Building Godot .NET version ${version_prefix} (prerelease: '${prerelease_label}')"
dotnet --info
build_id="$(date +%Y%m%d).1"
final_version_kind="release"
if [[ -n "$prerelease_label" ]]; then
final_version_kind="prerelease"
fi
./build.sh --productBuild --ci --warnAsError false \
/p:GenerateGodotBindings=true \
/p:VersionPrefix=${version_prefix} \
/p:OfficialBuildId=${build_id} \
/p:FinalVersionKind=${final_version_kind} \
/p:PreReleaseVersionLabel=${prerelease_label}
cp -r artifacts/packages/Release/Shipping/* /root/out/
echo ".NET bindings generated successfully"

View File

@@ -7,14 +7,13 @@ set -e
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no redirect_build_objects=no"
# Keep LTO disabled for iOS - it works but it makes linking apps on deploy very slow,
# which is seen as a regression in the current workflow.
export OPTIONS="production=yes use_lto=no SWIFT_FRONTEND=/root/.local/share/swiftly/toolchains/6.2.1/usr/bin/swift-frontend"
export OPTIONS="production=yes use_lto=no"
export OPTIONS_MONO="module_mono_enabled=yes"
export OPTIONS_DOTNET="module_dotnet_enabled=yes"
export TERM=xterm
export IOS_SDK="26.1"
export IOS_DEVICE="IOS_SDK_PATH=/root/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS${IOS_SDK}.sdk"
export IOS_SIMULATOR="IOS_SDK_PATH=/root/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator${IOS_SDK}.sdk simulator=yes"
export IOS_SDK="18.5"
export IOS_DEVICE="IOS_SDK_PATH=/root/SDKs/iPhoneOS${IOS_SDK}.sdk"
export IOS_SIMULATOR="IOS_SDK_PATH=/root/SDKs/iPhoneSimulator${IOS_SDK}.sdk simulator=yes"
export APPLE_TARGET_ARM64="APPLE_TOOLCHAIN_PATH=/root/ioscross/arm64 apple_target_triple=arm-apple-darwin11-"
export APPLE_TARGET_X86_64="APPLE_TOOLCHAIN_PATH=/root/ioscross/x86_64 apple_target_triple=x86_64-apple-darwin11-"
@@ -77,30 +76,4 @@ if [ "${MONO}" == "1" ]; then
cp bin/libgodot.ios.template_debug.x86_64.simulator.a /root/out/templates-mono/libgodot.ios.debug.simulator.a
fi
# .NET
if [ "${DOTNET}" == "1" ]; then
echo "Starting .NET build for iOS..."
# arm64 device
$SCONS platform=ios $OPTIONS $OPTIONS_DOTNET arch=arm64 target=template_debug $IOS_DEVICE $APPLE_TARGET_ARM64
$SCONS platform=ios $OPTIONS $OPTIONS_DOTNET arch=arm64 target=template_release $IOS_DEVICE $APPLE_TARGET_ARM64
# arm64 simulator
# Disabled for now as it doesn't work with cctools-port and current LLVM.
# See https://github.com/godotengine/build-containers/pull/85.
#$SCONS platform=ios $OPTIONS $OPTIONS_DOTNET arch=arm64 target=template_debug $IOS_SIMULATOR $APPLE_TARGET_ARM64
#$SCONS platform=ios $OPTIONS $OPTIONS_DOTNET arch=arm64 target=template_release $IOS_SIMULATOR $APPLE_TARGET_ARM64
# x86_64 simulator
$SCONS platform=ios $OPTIONS $OPTIONS_DOTNET arch=x86_64 target=template_debug $IOS_SIMULATOR $APPLE_TARGET_X86_64
$SCONS platform=ios $OPTIONS $OPTIONS_DOTNET arch=x86_64 target=template_release $IOS_SIMULATOR $APPLE_TARGET_X86_64
mkdir -p /root/out/templates-dotnet
cp bin/libgodot.ios.template_release.arm64.a /root/out/templates-dotnet/libgodot.ios.a
cp bin/libgodot.ios.template_debug.arm64.a /root/out/templates-dotnet/libgodot.ios.debug.a
cp bin/libgodot.ios.template_release.x86_64.simulator.a /root/out/templates-dotnet/libgodot.ios.simulator.a
cp bin/libgodot.ios.template_debug.x86_64.simulator.a /root/out/templates-dotnet/libgodot.ios.debug.simulator.a
fi
echo "iOS build successful"

View File

@@ -7,7 +7,6 @@ set -e
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no redirect_build_objects=no"
export OPTIONS="production=yes accesskit_sdk_path=/root/accesskit/accesskit-c"
export OPTIONS_MONO="module_mono_enabled=yes"
export OPTIONS_DOTNET="module_dotnet_enabled=yes"
export TERM=xterm
rm -rf godot
@@ -138,62 +137,4 @@ if [ "${MONO}" == "1" ]; then
rm -rf bin
fi
# .NET
if [ "${DOTNET}" == "1" ]; then
echo "Starting .NET build for Linux..."
export PATH="${GODOT_SDK_LINUX_X86_64}/bin:${BASE_PATH}"
$SCONS platform=linuxbsd arch=x86_64 $OPTIONS $OPTIONS_DOTNET target=editor
mkdir -p /root/out/x86_64/tools-dotnet
cp -rvp bin/* /root/out/x86_64/tools-dotnet
rm -rf bin
$SCONS platform=linuxbsd arch=x86_64 $OPTIONS $OPTIONS_DOTNET target=template_debug
$SCONS platform=linuxbsd arch=x86_64 $OPTIONS $OPTIONS_DOTNET target=template_release
mkdir -p /root/out/x86_64/templates-dotnet
cp -rvp bin/* /root/out/x86_64/templates-dotnet
rm -rf bin
export PATH="${GODOT_SDK_LINUX_X86_32}/bin:${BASE_PATH}"
$SCONS platform=linuxbsd arch=x86_32 $OPTIONS $OPTIONS_DOTNET target=editor
mkdir -p /root/out/x86_32/tools-dotnet
cp -rvp bin/* /root/out/x86_32/tools-dotnet
rm -rf bin
$SCONS platform=linuxbsd arch=x86_32 $OPTIONS $OPTIONS_DOTNET target=template_debug
$SCONS platform=linuxbsd arch=x86_32 $OPTIONS $OPTIONS_DOTNET target=template_release
mkdir -p /root/out/x86_32/templates-dotnet
cp -rvp bin/* /root/out/x86_32/templates-dotnet
rm -rf bin
export PATH="${GODOT_SDK_LINUX_ARM64}/bin:${BASE_PATH}"
$SCONS platform=linuxbsd arch=arm64 $OPTIONS $OPTIONS_DOTNET target=editor
mkdir -p /root/out/arm64/tools-dotnet
cp -rvp bin/* /root/out/arm64/tools-dotnet
rm -rf bin
$SCONS platform=linuxbsd arch=arm64 $OPTIONS $OPTIONS_DOTNET target=template_debug
$SCONS platform=linuxbsd arch=arm64 $OPTIONS $OPTIONS_DOTNET target=template_release
mkdir -p /root/out/arm64/templates-dotnet
cp -rvp bin/* /root/out/arm64/templates-dotnet
rm -rf bin
export PATH="${GODOT_SDK_LINUX_ARM32}/bin:${BASE_PATH}"
$SCONS platform=linuxbsd arch=arm32 $OPTIONS $OPTIONS_DOTNET target=editor
mkdir -p /root/out/arm32/tools-dotnet
cp -rvp bin/* /root/out/arm32/tools-dotnet
rm -rf bin
$SCONS platform=linuxbsd arch=arm32 $OPTIONS $OPTIONS_DOTNET target=template_debug
$SCONS platform=linuxbsd arch=arm32 $OPTIONS $OPTIONS_DOTNET target=template_release
mkdir -p /root/out/arm32/templates-dotnet
cp -rvp bin/* /root/out/arm32/templates-dotnet
rm -rf bin
fi
echo "Linux build successful"

View File

@@ -5,9 +5,8 @@ set -e
# Config
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no redirect_build_objects=no"
export OPTIONS="osxcross_sdk=darwin25.1 production=yes use_volk=no vulkan_sdk_path=/root/moltenvk angle_libs=/root/angle accesskit_sdk_path=/root/accesskit/accesskit-c SWIFT_FRONTEND=/root/.local/share/swiftly/toolchains/6.2.1/usr/bin/swift-frontend"
export OPTIONS="osxcross_sdk=darwin24.5 production=yes use_volk=no vulkan_sdk_path=/root/moltenvk angle_libs=/root/angle accesskit_sdk_path=/root/accesskit/accesskit-c"
export OPTIONS_MONO="module_mono_enabled=yes"
export OPTIONS_DOTNET="module_dotnet_enabled=yes"
export TERM=xterm
rm -rf godot
@@ -69,29 +68,4 @@ if [ "${MONO}" == "1" ]; then
rm -rf bin
fi
# .NET
if [ "${DOTNET}" == "1" ]; then
echo "Starting .NET build for macOS..."
$SCONS platform=macos $OPTIONS $OPTIONS_DOTNET arch=x86_64 target=editor
$SCONS platform=macos $OPTIONS $OPTIONS_DOTNET arch=arm64 target=editor
lipo -create bin/godot.macos.editor.x86_64.dotnet bin/godot.macos.editor.arm64.dotnet -output bin/godot.macos.editor.universal.dotnet
mkdir -p /root/out/tools-dotnet
cp -rvp bin/* /root/out/tools-dotnet
rm -rf bin
$SCONS platform=macos $OPTIONS $OPTIONS_DOTNET arch=x86_64 target=template_debug
$SCONS platform=macos $OPTIONS $OPTIONS_DOTNET arch=arm64 target=template_debug
lipo -create bin/godot.macos.template_debug.x86_64.dotnet bin/godot.macos.template_debug.arm64.dotnet -output bin/godot.macos.template_debug.universal.dotnet
$SCONS platform=macos $OPTIONS $OPTIONS_DOTNET arch=x86_64 target=template_release
$SCONS platform=macos $OPTIONS $OPTIONS_DOTNET arch=arm64 target=template_release
lipo -create bin/godot.macos.template_release.x86_64.dotnet bin/godot.macos.template_release.arm64.dotnet -output bin/godot.macos.template_release.universal.dotnet
mkdir -p /root/out/templates-dotnet
cp -rvp bin/* /root/out/templates-dotnet
rm -rf bin
fi
echo "macOS build successful"

View File

@@ -33,10 +33,13 @@ sign_macos() {
_macos_tmpdir=$(ssh "${OSX_HOST}" "mktemp -d")
_reldir="$1"
_binname="$2"
_appname="$3"
_is_mono="$3"
if [[ "${_appname}" == "Godot_mono.app" ]]; then
if [[ "${_is_mono}" == "1" ]]; then
_appname="Godot_mono.app"
_sharpdir="${_appname}/Contents/Resources/GodotSharp"
else
_appname="Godot.app"
fi
scp "${_reldir}/${_binname}.zip" "${OSX_HOST}:${_macos_tmpdir}"
@@ -73,6 +76,7 @@ sign_macos_template() {
fi
_macos_tmpdir=$(ssh "${OSX_HOST}" "mktemp -d")
_reldir="$1"
_is_mono="$2"
scp "${_reldir}/macos.zip" "${OSX_HOST}:${_macos_tmpdir}"
ssh "${OSX_HOST}" "
@@ -93,7 +97,6 @@ do_cleanup=1
make_tarball=1
build_classical=1
build_mono=1
build_dotnet=0
while getopts "h?v:t:b:n-:" opt; do
case "$opt" in
@@ -102,7 +105,7 @@ while getopts "h?v:t:b:n-:" opt; do
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|dotnet|none (default: all)"
echo " -b build target: all|classical|mono|none (default: all)"
echo " --no-cleanup disable deleting pre-existing output folders (default: false)"
echo " --no-tarball disable generating source tarball (default: false)"
echo
@@ -116,21 +119,12 @@ while getopts "h?v:t:b:n-:" opt; do
;;
b)
if [ "$OPTARG" == "classical" ]; then
build_classical=1
build_mono=0
build_dotnet=0
elif [ "$OPTARG" == "mono" ]; then
build_classical=0
build_mono=1
build_dotnet=0
elif [ "$OPTARG" == "dotnet" ]; then
build_classical=0
build_mono=0
build_dotnet=1
elif [ "$OPTARG" == "none" ]; then
build_classical=0
build_mono=0
build_dotnet=0
fi
;;
-)
@@ -162,11 +156,9 @@ fi
export reldir="${basedir}/releases/${godot_version}"
export reldir_mono="${reldir}/mono"
export reldir_dotnet="${reldir}/dotnet"
export tmpdir="${basedir}/tmp"
export templatesdir="${tmpdir}/templates"
export templatesdir_mono="${tmpdir}/mono/templates"
export templatesdir_dotnet="${tmpdir}/dotnet/templates"
export webdir="${basedir}/web/${templates_version}"
export steamdir="${basedir}/steam"
@@ -182,15 +174,9 @@ if [ "${do_cleanup}" == "1" ]; then
rm -rf ${steamdir}
mkdir -p ${reldir}
if [ "${build_mono}" ]; then
mkdir -p ${reldir_mono}
fi
if [ "${build_dotnet}" ]; then
mkdir -p ${reldir_dotnet}
fi
mkdir -p ${reldir_mono}
mkdir -p ${templatesdir}
mkdir -p ${templatesdir_mono}
mkdir -p ${templatesdir_dotnet}
mkdir -p ${webdir}
if [ -d out/windows/steam ]; then
mkdir -p ${steamdir}
@@ -308,7 +294,7 @@ if [ "${build_classical}" == "1" ]; then
chmod +x Godot.app/Contents/MacOS/Godot
zip -q -9 -r "${reldir}/${binname}.zip" Godot.app
rm -rf Godot.app
sign_macos ${reldir} ${binname} Godot.app
sign_macos ${reldir} ${binname} 0
# Templates
rm -rf macos_template.app
@@ -320,7 +306,7 @@ if [ "${build_classical}" == "1" ]; then
chmod +x macos_template.app/Contents/MacOS/godot_macos*
zip -q -9 -r "${templatesdir}/macos.zip" macos_template.app
rm -rf macos_template.app
sign_macos_template ${templatesdir}
sign_macos_template ${templatesdir} 0
## Steam (Classical) ##
@@ -383,7 +369,7 @@ if [ "${build_classical}" == "1" ]; then
## iOS (Classical) ##
rm -rf ios_xcode
cp -r git/misc/dist/apple_embedded_xcode 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
@@ -397,14 +383,14 @@ if [ "${build_classical}" == "1" ]; then
## visionOS (Classical) ##
#rm -rf visionos_xcode
#cp -r git/misc/dist/apple_embedded_xcode visionos_xcode
#cp out/visionos/templates/libgodot.visionos.a visionos_xcode/libgodot.visionos.release.xcframework/xros-arm64/libgodot.a
#cp out/visionos/templates/libgodot.visionos.debug.a visionos_xcode/libgodot.visionos.debug.xcframework/xros-arm64/libgodot.a
#cd visionos_xcode
#zip -q -9 -r "${templatesdir}/visionos.zip" *
#cd ..
#rm -rf visionos_xcode
rm -rf visionos_xcode
cp -r git/misc/dist/visionos_xcode visionos_xcode
cp out/visionos/templates/libgodot.visionos.a visionos_xcode/libgodot.visionos.release.xcframework/xros-arm64/libgodot.a
cp out/visionos/templates/libgodot.visionos.debug.a visionos_xcode/libgodot.visionos.debug.xcframework/xros-arm64/libgodot.a
cd visionos_xcode
zip -q -9 -r "${templatesdir}/visionos.zip" *
cd ..
rm -rf visionos_xcode
## Templates TPZ (Classical) ##
@@ -537,7 +523,7 @@ if [ "${build_mono}" == "1" ]; then
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} Godot_mono.app
sign_macos ${reldir_mono} ${binname} 1
# Templates
rm -rf macos_template.app
@@ -548,7 +534,7 @@ if [ "${build_mono}" == "1" ]; then
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
sign_macos_template ${templatesdir_mono}
sign_macos_template ${templatesdir_mono} 1
## Android (Mono) ##
@@ -562,7 +548,7 @@ if [ "${build_mono}" == "1" ]; then
## iOS (Mono) ##
rm -rf ios_xcode
cp -r git/misc/dist/apple_embedded_xcode 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
@@ -576,14 +562,14 @@ if [ "${build_mono}" == "1" ]; then
## visionOS (Mono) ##
#rm -rf visionos_xcode
#cp -r git/misc/dist/apple_embedded_xcode visionos_xcode
#cp out/visionos/templates-mono/libgodot.visionos.a visionos_xcode/libgodot.visionos.release.xcframework/xros-arm64/libgodot.a
#cp out/visionos/templates-mono/libgodot.visionos.debug.a visionos_xcode/libgodot.visionos.debug.xcframework/xros-arm64/libgodot.a
#cd visionos_xcode
#zip -q -9 -r "${templatesdir_mono}/visionos.zip" *
#cd ..
#rm -rf visionos_xcode
rm -rf visionos_xcode
cp -r git/misc/dist/visionos_xcode visionos_xcode
cp out/visionos/templates-mono/libgodot.visionos.a visionos_xcode/libgodot.visionos.release.xcframework/xros-arm64/libgodot.a
cp out/visionos/templates-mono/libgodot.visionos.debug.a visionos_xcode/libgodot.visionos.debug.xcframework/xros-arm64/libgodot.a
cd visionos_xcode
zip -q -9 -r "${templatesdir_mono}/visionos.zip" *
cd ..
rm -rf visionos_xcode
# No .NET support for those platforms yet.
@@ -614,153 +600,4 @@ if [ "${build_mono}" == "1" ]; then
fi
# .NET
if [ "${build_dotnet}" == "1" ]; then
## Linux (.NET) ##
for arch in x86_64 x86_32 arm64 arm32; do
# Editor
binname="${godot_basename}_dotnet_linux.${arch}"
cp out/linux/${arch}/tools-dotnet/godot.linuxbsd.editor.${arch}.dotnet ${binname}
zip -r -q -9 "${reldir_dotnet}/${binname}.zip" ${binname}
rm ${binname}
# Templates
cp out/linux/${arch}/templates-dotnet/godot.linuxbsd.template_debug.${arch}.dotnet ${templatesdir_dotnet}/linux_debug.${arch}
cp out/linux/${arch}/templates-dotnet/godot.linuxbsd.template_release.${arch}.dotnet ${templatesdir_dotnet}/linux_release.${arch}
done
# ICU data
if [ -f ${basedir}/git/thirdparty/icu4c/icudt_godot.dat ]; then
cp ${basedir}/git/thirdparty/icu4c/icudt_godot.dat ${templatesdir_dotnet}/icudt_godot.dat
else
echo "icudt_godot.dat" not found.
fi
## Windows (.NET) ##
declare -A win_arch_map=(
["x86_64"]="win64"
["x86_32"]="win32"
["arm64"]="arm64"
)
for arch in x86_64 x86_32 arm64; do
# Editor
winarch=${win_arch_map[${arch}]}
binname="${godot_basename}_dotnet_${winarch}.exe"
wrpname="${godot_basename}_dotnet_${winarch}_console.exe"
[[ "${arch}" == "arm64" ]] && is_llvm=".llvm"
cp out/windows/${arch}/tools-dotnet/godot.windows.editor.${arch}${is_llvm}.dotnet.exe ${binname}
sign_windows ${binname}
cp out/windows/${arch}/tools-dotnet/godot.windows.editor.${arch}${is_llvm}.dotnet.console.exe ${wrpname}
sign_windows ${wrpname}
zip -r -q -9 "${reldir_dotnet}/${binname}.zip" ${binname} ${wrpname}
rm ${binname} ${wrpname}
# Templates
cp out/windows/${arch}/templates-dotnet/godot.windows.template_debug.${arch}${is_llvm}.dotnet.exe ${templatesdir_dotnet}/windows_debug_${arch}.exe
cp out/windows/${arch}/templates-dotnet/godot.windows.template_release.${arch}${is_llvm}.dotnet.exe ${templatesdir_dotnet}/windows_release_${arch}.exe
cp out/windows/${arch}/templates-dotnet/godot.windows.template_debug.${arch}${is_llvm}.dotnet.console.exe ${templatesdir_dotnet}/windows_debug_${arch}_console.exe
cp out/windows/${arch}/templates-dotnet/godot.windows.template_release.${arch}${is_llvm}.dotnet.console.exe ${templatesdir_dotnet}/windows_release_${arch}_console.exe
done
## macOS (.NET) ##
# Editor
binname="${godot_basename}_dotnet_macos.universal"
rm -rf Godot_dotnet.app
cp -r git/misc/dist/macos_tools.app Godot_dotnet.app
mkdir -p Godot_dotnet.app/Contents/MacOS
cp out/macos/tools-dotnet/godot.macos.editor.universal.dotnet Godot_dotnet.app/Contents/MacOS/Godot
chmod +x Godot_dotnet.app/Contents/MacOS/Godot
zip -q -9 -r "${reldir_dotnet}/${binname}.zip" Godot_dotnet.app
rm -rf Godot_dotnet.app
sign_macos ${reldir_dotnet} ${binname} Godot_dotnet.app
# Templates
rm -rf macos_template.app
cp -r git/misc/dist/macos_template.app .
mkdir -p macos_template.app/Contents/MacOS
cp out/macos/templates-dotnet/godot.macos.template_debug.universal.dotnet macos_template.app/Contents/MacOS/godot_macos_debug.universal
cp out/macos/templates-dotnet/godot.macos.template_release.universal.dotnet macos_template.app/Contents/MacOS/godot_macos_release.universal
chmod +x macos_template.app/Contents/MacOS/godot_macos*
zip -q -9 -r "${templatesdir_dotnet}/macos.zip" macos_template.app
rm -rf macos_template.app
sign_macos_template ${templatesdir_dotnet}
## Android (.NET) ##
# Lib for direct download
cp out/android/templates-dotnet/godot-lib.template_release.aar ${reldir_dotnet}/godot-lib.${templates_version}.dotnet.template_release.aar
# Templates
cp out/android/templates-dotnet/*.apk ${templatesdir_dotnet}/
cp out/android/templates-dotnet/android_source.zip ${templatesdir_dotnet}/
## iOS (.NET) ##
rm -rf ios_xcode
cp -r git/misc/dist/apple_embedded_xcode ios_xcode
cp out/ios/templates-dotnet/libgodot.ios.simulator.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp out/ios/templates-dotnet/libgodot.ios.debug.simulator.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp out/ios/templates-dotnet/libgodot.ios.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
cp out/ios/templates-dotnet/libgodot.ios.debug.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a
cp -r deps/moltenvk/MoltenVK/MoltenVK.xcframework ios_xcode/
rm -rf ios_xcode/MoltenVK.xcframework/{macos,tvos}*
cd ios_xcode
zip -q -9 -r "${templatesdir_dotnet}/ios.zip" *
cd ..
rm -rf ios_xcode
## visionOS (.NET) ##
#rm -rf visionos_xcode
#cp -r git/misc/dist/apple_embedded_xcode visionos_xcode
#cp out/visionos/templates-dotnet/libgodot.visionos.a visionos_xcode/libgodot.visionos.release.xcframework/xros-arm64/libgodot.a
#cp out/visionos/templates-dotnet/libgodot.visionos.debug.a visionos_xcode/libgodot.visionos.debug.xcframework/xros-arm64/libgodot.a
#cd visionos_xcode
#zip -q -9 -r "${templatesdir_dotnet}/visionos.zip" *
#cd ..
#rm -rf visionos_xcode
# No .NET support for those platforms yet.
if false; then
## Web (.NET) ##
# Templates
cp out/web/templates-dotnet/godot.web.template_debug.wasm32.dotnet.zip ${templatesdir_dotnet}/web_debug.zip
cp out/web/templates-dotnet/godot.web.template_release.wasm32.dotnet.zip ${templatesdir_dotnet}/web_release.zip
fi
## Templates TPZ (.NET) ##
echo "${templates_version}.dotnet" > ${templatesdir_dotnet}/version.txt
pushd ${templatesdir_dotnet}/..
zip -q -9 -r -D "${reldir_dotnet}/${godot_basename}_dotnet_export_templates.tpz" templates/*
popd
## .NET bindings ##
dotnetname="godot-dotnet-${templates_version}"
mkdir ${dotnetname}
cp out/dotnet/* ${dotnetname}/
zip -q -9 -r "${reldir_dotnet}/${dotnetname}.zip" ${dotnetname}
rm -rf ${dotnetname}
## SHA-512 sums (.NET) ##
pushd ${reldir_dotnet}
sha512sum [Gg]* >> SHA512-SUMS.txt
mkdir -p ${basedir}/sha512sums/${godot_version}/dotnet
cp SHA512-SUMS.txt ${basedir}/sha512sums/${godot_version}/dotnet/
popd
fi
echo "All editor binaries and templates prepared successfully for release"

View File

@@ -8,14 +8,13 @@ export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no redirect_
# Keep LTO disabled for visionOS - it works but it makes linking apps on deploy very slow,
# which is seen as a regression in the current workflow.
# Disable Vulkan and MoltenVK for visionOS - visionOS doesn't support MoltenVK.
export OPTIONS="production=yes use_lto=no vulkan=no SWIFT_FRONTEND=/root/.local/share/swiftly/toolchains/6.2.0/usr/bin/swift-frontend"
export OPTIONS="production=yes use_lto=no vulkan=no"
export OPTIONS_MONO="module_mono_enabled=yes"
export OPTIONS_DOTNET="module_dotnet_enabled=yes"
export TERM=xterm
export VISIONOS_SDK="26.0"
export VISIONOS_DEVICE="VISIONOS_SDK_PATH=/root/Xcode.app/Contents/Developer/Platforms/XROS.platform/Developer/SDKs/XROS${VISIONOS_SDK}.sdk"
export VISIONOS_SIMULATOR="VISIONOS_SDK_PATH=/root/Xcode.app/Contents/Developer/Platforms/XRSimulator.platform/Developer/SDKs/XRSimulator${VISIONOS_SDK}.sdk"
export VISIONOS_SDK="2.5"
export VISIONOS_DEVICE="VISIONOS_SDK_PATH=/root/SDKs/XROS${VISIONOS_SDK}.sdk"
export VISIONOS_SIMULATOR="VISIONOS_SDK_PATH=/root/SDKs/XRSimulator${VISIONOS_SDK}.sdk simulator=yes"
export APPLE_TARGET_ARM64="APPLE_TOOLCHAIN_PATH=/root/ioscross/arm64 apple_target_triple=arm-apple-darwin11-"
rm -rf godot
@@ -61,22 +60,4 @@ if [ "${MONO}" == "1" ]; then
cp bin/libgodot.visionos.template_debug.arm64.a /root/out/templates-mono/libgodot.visionos.debug.a
fi
# .NET
if [ "${DOTNET}" == "1" ]; then
echo "Starting .NET build for visionOS..."
# arm64 device
$SCONS platform=visionos $OPTIONS $OPTIONS_DOTNET arch=arm64 target=template_debug $VISIONOS_DEVICE $APPLE_TARGET_ARM64
$SCONS platform=visionos $OPTIONS $OPTIONS_DOTNET arch=arm64 target=template_release $VISIONOS_DEVICE $APPLE_TARGET_ARM64
# arm64 simulator (disabled for now, see build-ios)
#$SCONS platform=visionos $OPTIONS $OPTIONS_DOTNET arch=arm64 target=template_debug $VISIONOS_SIMULATOR $APPLE_TARGET_ARM64
#$SCONS platform=visionos $OPTIONS $OPTIONS_DOTNET arch=arm64 target=template_release $VISIONOS_SIMULATOR $APPLE_TARGET_ARM64
mkdir -p /root/out/templates-dotnet
cp bin/libgodot.visionos.template_release.arm64.a /root/out/templates-dotnet/libgodot.visionos.a
cp bin/libgodot.visionos.template_debug.arm64.a /root/out/templates-dotnet/libgodot.visionos.debug.a
fi
echo "visionOS build successful"

View File

@@ -23,7 +23,6 @@ declare -a JOBS_NOTHREADS=(
export SCONS="scons -j$(expr ${NUM_CORES} / ${NUM_JOBS}) verbose=yes warnings=no progress=no redirect_build_objects=no"
export OPTIONS="production=yes"
export OPTIONS_MONO="module_mono_enabled=yes -j${NUM_CORES}"
export OPTIONS_MONO="module_dotnet_enabled=yes -j${NUM_CORES}"
export TERM=xterm
source /root/emsdk/emsdk_env.sh
@@ -95,26 +94,4 @@ if false; then
rm -f bin/*.zip
fi
# .NET
# No Web support with .NET yet.
#if [ "${DOTNET}" == "1" ]; then
if false; then
echo "Starting .NET build for Web..."
$SCONS platform=web ${OPTIONS} ${OPTIONS_DOTNET} target=template_debug
$SCONS platform=web ${OPTIONS} ${OPTIONS_DOTNET} target=template_release
mkdir -p /root/out/templates-dotnet
cp -rvp bin/*.zip /root/out/templates-dotnet
rm -f bin/*.zip
fi
echo "Web build successful"

View File

@@ -7,7 +7,6 @@ set -e
export SCONS="scons -j${NUM_CORES} verbose=yes warnings=no progress=no redirect_build_objects=no"
export OPTIONS="production=yes use_mingw=yes angle_libs=/root/angle mesa_libs=/root/mesa d3d12=yes accesskit_sdk_path=/root/accesskit/accesskit-c"
export OPTIONS_MONO="module_mono_enabled=yes"
export OPTIONS_DOTNET="module_dotnet_enabled=yes"
export OPTIONS_LLVM="use_llvm=yes mingw_prefix=/root/llvm-mingw"
export TERM=xterm
@@ -111,43 +110,4 @@ if [ "${MONO}" == "1" ]; then
rm -rf bin
fi
# .NET
if [ "${DOTNET}" == "1" ]; then
echo "Starting .NET build for Windows..."
$SCONS platform=windows arch=x86_64 $OPTIONS $OPTIONS_DOTNET target=editor
mkdir -p /root/out/x86_64/tools-dotnet
cp -rvp bin/* /root/out/x86_64/tools-dotnet
rm -rf bin
$SCONS platform=windows arch=x86_64 $OPTIONS $OPTIONS_DOTNET target=template_debug
$SCONS platform=windows arch=x86_64 $OPTIONS $OPTIONS_DOTNET target=template_release
mkdir -p /root/out/x86_64/templates-dotnet
cp -rvp bin/* /root/out/x86_64/templates-dotnet
rm -rf bin
$SCONS platform=windows arch=x86_32 $OPTIONS $OPTIONS_DOTNET target=editor
mkdir -p /root/out/x86_32/tools-dotnet
cp -rvp bin/* /root/out/x86_32/tools-dotnet
rm -rf bin
$SCONS platform=windows arch=x86_32 $OPTIONS $OPTIONS_DOTNET target=template_debug
$SCONS platform=windows arch=x86_32 $OPTIONS $OPTIONS_DOTNET target=template_release
mkdir -p /root/out/x86_32/templates-dotnet
cp -rvp bin/* /root/out/x86_32/templates-dotnet
rm -rf bin
$SCONS platform=windows arch=arm64 $OPTIONS $OPTIONS_DOTNET $OPTIONS_LLVM target=editor
mkdir -p /root/out/arm64/tools-dotnet
cp -rvp bin/* /root/out/arm64/tools-dotnet
rm -rf bin
$SCONS platform=windows arch=arm64 $OPTIONS $OPTIONS_DOTNET $OPTIONS_LLVM target=template_debug
$SCONS platform=windows arch=arm64 $OPTIONS $OPTIONS_DOTNET $OPTIONS_LLVM target=template_release
mkdir -p /root/out/arm64/templates-dotnet
cp -rvp bin/* /root/out/arm64/templates-dotnet
rm -rf bin
fi
echo "Windows build successful"

View File

@@ -36,7 +36,6 @@ godot_version=""
git_treeish="master"
build_classical=1
build_mono=1
build_dotnet=0
build_steam=0
force_download=0
skip_download=1
@@ -52,7 +51,7 @@ while getopts "h?r:u:p:v:g:b:fsc" opt; do
echo " -p password"
echo " -v godot version (e.g. 3.1-alpha5) [mandatory]"
echo " -g git treeish (e.g. master)"
echo " -b all|classical|mono|dotnet (default: all)"
echo " -b all|classical|mono (default: all)"
echo " -f force redownload of all images"
echo " -s skip downloading"
echo " -c skip checkout"
@@ -76,17 +75,9 @@ while getopts "h?r:u:p:v:g:b:fsc" opt; do
;;
b)
if [ "$OPTARG" == "classical" ]; then
build_classical=1
build_mono=0
build_dotnet=0
elif [ "$OPTARG" == "mono" ]; then
build_classical=0
build_mono=1
build_dotnet=0
elif [ "$OPTARG" == "dotnet" ]; then
build_classical=0
build_mono=0
build_dotnet=1
fi
;;
f)
@@ -170,7 +161,7 @@ if [ ! -d "deps/accesskit" ]; then
echo "Missing accesskit, downloading it."
mkdir -p deps/accesskit
pushd deps/accesskit
curl -L -o accesskit.zip https://github.com/godotengine/godot-accesskit-c-static/releases/download/0.18.0/accesskit-c-0.18.0.zip
curl -L -o accesskit.zip https://github.com/godotengine/godot-accesskit-c-static/releases/download/0.17.0/accesskit-c-0.17.0.zip
unzip -o accesskit.zip && rm -f accesskit.zip
mv accesskit-c-* accesskit-c
popd
@@ -181,10 +172,10 @@ if [ ! -d "deps/angle" ]; then
echo "Missing ANGLE libraries, downloading them."
mkdir -p deps/angle
pushd deps/angle
base_url=https://github.com/godotengine/godot-angle-static/releases/download/chromium%2F7578/godot-angle-static
base_url=https://github.com/godotengine/godot-angle-static/releases/download/chromium%2F7219/godot-angle-static
curl -L -o windows_arm64.zip $base_url-arm64-llvm-release.zip
curl -L -o windows_x86_64.zip $base_url-x86_64-gcc-13-release.zip
curl -L -o windows_x86_32.zip $base_url-x86_32-gcc-13-release.zip
curl -L -o windows_x86_64.zip $base_url-x86_64-gcc-release.zip
curl -L -o windows_x86_32.zip $base_url-x86_32-gcc-release.zip
curl -L -o macos_arm64.zip $base_url-arm64-macos-release.zip
curl -L -o macos_x86_64.zip $base_url-x86_64-macos-release.zip
unzip -o windows_arm64.zip && rm -f windows_arm64.zip
@@ -199,10 +190,9 @@ if [ ! -d "deps/mesa" ]; then
echo "Missing Mesa/NIR libraries, downloading them."
mkdir -p deps/mesa
pushd deps/mesa
base_url=https://github.com/godotengine/godot-nir-static/releases/download/25.3.1-1/godot-nir-static
curl -L -o mesa_arm64.zip $base_url-arm64-llvm-release.zip
curl -L -o mesa_x86_64.zip $base_url-x86_64-gcc-release.zip
curl -L -o mesa_x86_32.zip $base_url-x86_32-gcc-release.zip
curl -L -o mesa_arm64.zip https://github.com/godotengine/godot-nir-static/releases/download/23.1.9-1/godot-nir-static-arm64-llvm-release.zip
curl -L -o mesa_x86_64.zip https://github.com/godotengine/godot-nir-static/releases/download/23.1.9-1/godot-nir-static-x86_64-gcc-release.zip
curl -L -o mesa_x86_32.zip https://github.com/godotengine/godot-nir-static/releases/download/23.1.9-1/godot-nir-static-x86_32-gcc-release.zip
unzip -o mesa_arm64.zip && rm -f mesa_arm64.zip
unzip -o mesa_x86_64.zip && rm -f mesa_x86_64.zip
unzip -o mesa_x86_32.zip && rm -f mesa_x86_32.zip
@@ -257,15 +247,12 @@ EOF
popd
fi
export podman_run="${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=${build_mono} --env DOTNET=${build_dotnet} -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
${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
mkdir -p ${basedir}/out/dotnet
${podman_run} -v ${basedir}/build-dotnet:/root/build -v ${basedir}/out/dotnet:/root/out --env GODOT_VERSION=${godot_version} localhost/godot-linux:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/dotnet
mkdir -p ${basedir}/out/windows
${podman_run} -v ${basedir}/build-windows:/root/build -v ${basedir}/out/windows:/root/out -v ${basedir}/deps/angle:/root/angle -v ${basedir}/deps/mesa:/root/mesa -v ${basedir}/deps/accesskit:/root/accesskit --env STEAM=${build_steam} localhost/godot-windows:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/windows
@@ -284,8 +271,8 @@ ${podman_run} -v ${basedir}/build-android:/root/build -v ${basedir}/out/android:
mkdir -p ${basedir}/out/ios
${podman_run} -v ${basedir}/build-ios:/root/build -v ${basedir}/out/ios:/root/out localhost/godot-appleembedded:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/ios
#mkdir -p ${basedir}/out/visionos
#${podman_run} -v ${basedir}/build-visionos:/root/build -v ${basedir}/out/visionos:/root/out localhost/godot-appleembedded:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/visionos
mkdir -p ${basedir}/out/visionos
${podman_run} -v ${basedir}/build-visionos:/root/build -v ${basedir}/out/visionos:/root/out localhost/godot-appleembedded:${img_version} bash build/build.sh 2>&1 | tee ${basedir}/out/logs/visionos
uid=$(id -un)
gid=$(id -gn)

View File

@@ -101,6 +101,3 @@ export GODOT_ANDROID_SIGN_PASSWORD=''
# Google Cloud Service Account JSON key with access to Play Console upload permissions
# (View app information + Release apps to production and/or testing.)
export GODOT_ANDROID_UPLOAD_JSON_KEY=''
# Horizon Store app ID and secret.
export GODOT_ANDROID_HORIZON_APP_ID=''
export GODOT_ANDROID_HORIZON_APP_SECRET=''

View File

@@ -187,14 +187,7 @@ if [ -e "${GODOT_ANDROID_UPLOAD_JSON_KEY}" ]; then
echo "Publishing Android Editor to Play Store..."
sh build-android/upload-playstore.sh ${godot_version}
else
echo "Disabling Android Editor publishing on the Play Store as no valid Play Store JSON key was found."
fi
if [ ! -z "${GODOT_ANDROID_HORIZON_APP_ID}" ] && [ ! -z "${GODOT_ANDROID_HORIZON_APP_SECRET}" ]; then
echo "Publishing Android Editor to Horizon Store..."
./build-android/upload-horizon.sh ${godot_version} ${latest_stable}
else
echo "Disabling Android Editor publishing on the Horizon Store as config.sh does not define the required data (GODOT_ANDROID_HORIZON_APP_ID, GODOT_ANDROID_HORIZON_SECRET)."
echo "Disabling Android Editor publishing as no valid Play Store JSON key was found."
fi
# Godot Android library