#!/bin/bash set -e # Config # For signing keystore and password. source ./config.sh can_sign_windows=0 if [ ! -z "${SIGN_KEYSTORE}" ] && [ ! -z "${SIGN_PASSWORD}" ] && [[ $(type -P "osslsigncode") ]]; then can_sign_windows=1 else echo "Disabling Windows binary signing as config.sh does not define the required data (SIGN_KEYSTORE, SIGN_PASSWORD), or osslsigncode can't be found in PATH." fi sign_windows() { if [ $can_sign_windows == 0 ]; then return fi osslsigncode sign -pkcs12 ${SIGN_KEYSTORE} -pass "${SIGN_PASSWORD}" -n "${SIGN_NAME}" -i "${SIGN_URL}" -t http://timestamp.comodoca.com -in $1 -out $1-signed mv $1-signed $1 } sign_macos() { if [ -z "${OSX_HOST}" ]; then return fi _macos_tmpdir=$(ssh "${OSX_HOST}" "mktemp -d") _reldir="$1" _binname="$2" _is_mono="$3" if [[ "${_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}" ssh "${OSX_HOST}" " cd ${_macos_tmpdir} && \ unzip ${_binname}.zip && \ codesign --force --timestamp \ --options=runtime --entitlements editor.entitlements \ -s ${OSX_KEY_ID} -v ${_extra_files} ${_appname} && \ zip -r ${_binname}_signed.zip ${_appname}" _request_uuid=$(ssh "${OSX_HOST}" "xcrun altool --notarize-app --primary-bundle-id \"${OSX_BUNDLE_ID}\" --username \"${APPLE_ID}\" --password \"${APPLE_ID_PASSWORD}\" --file ${_macos_tmpdir}/${_binname}_signed.zip") _request_uuid=$(echo ${_request_uuid} | sed -e 's/.*RequestUUID = //') ssh "${OSX_HOST}" "while xcrun altool --notarization-info ${_request_uuid} -u \"${APPLE_ID}\" -p \"${APPLE_ID_PASSWORD}\" | grep -q Status:\ in\ progress; do echo Waiting on Apple notarization...; sleep 30s; done" if ! ssh "${OSX_HOST}" "xcrun altool --notarization-info ${_request_uuid} -u \"${APPLE_ID}\" -p \"${APPLE_ID_PASSWORD}\" | grep -q Status:\ success"; then echo "Notarization failed." _notarization_log=$(ssh "${OSX_HOST}" "xcrun altool --notarization-info ${_request_uuid} -u \"${APPLE_ID}\" -p \"${APPLE_ID_PASSWORD}\"") echo "${_notarization_log}" ssh "${OSX_HOST}" "rm -rf ${_macos_tmpdir}" exit 1 else ssh "${OSX_HOST}" " cd ${_macos_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 ${_macos_tmpdir}" fi } sign_macos_template() { if [ -z "${OSX_HOST}" ]; then return fi _macos_tmpdir=$(ssh "${OSX_HOST}" "mktemp -d") _reldir="$1" _is_mono="$2" if [[ "${_is_mono}" == "1" ]]; then _extra_files="macos_template.app/Contents/Resources/data.mono.*/Mono/lib/*.dylib" fi scp "${_reldir}/macos.zip" "${OSX_HOST}:${_macos_tmpdir}" ssh "${OSX_HOST}" " cd ${_macos_tmpdir} && \ unzip macos.zip && \ codesign --force -s - \ --options=linker-signed \ -v ${_extra_files} macos_template.app/Contents/MacOS/* && \ zip -r macos_signed.zip macos_template.app" scp "${OSX_HOST}:${_macos_tmpdir}/macos_signed.zip" "${_reldir}/macos.zip" ssh "${OSX_HOST}" "rm -rf ${_macos_tmpdir}" } godot_version="" templates_version="" build_classical=1 build_mono=1 while getopts "h?v:t:b:" opt; do case "$opt" in h|\?) echo "Usage: $0 [OPTIONS...]" echo echo " -v godot version (e.g: 3.2-stable) [mandatory]" echo " -t templates version (e.g. 3.2.stable) [mandatory]" echo " -b all|classical|mono (default: all)" echo exit 1 ;; v) godot_version=$OPTARG ;; t) templates_version=$OPTARG ;; b) if [ "$OPTARG" == "classical" ]; then build_mono=0 elif [ "$OPTARG" == "mono" ]; then build_classical=0 fi ;; esac done if [ -z "${godot_version}" -o -z "${templates_version}" ]; then echo "Mandatory argument -v or -t missing." exit 1 elif [[ "{$templates_version}" == *"-"* ]]; then echo "Templates version (-t) shouldn't contain '-'. It should use a dot to separate version from status." exit 1 fi export basedir=$(pwd) export webdir="${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="${tmpdir}/mono/templates" export godot_basename="Godot_v${godot_version}" # Cleanup and setup rm -rf ${webdir} rm -rf ${reldir} rm -rf ${tmpdir} mkdir -p ${webdir} mkdir -p ${reldir} mkdir -p ${reldir_mono} mkdir -p ${templatesdir} mkdir -p ${templatesdir_mono} # Tarball zcat godot-${godot_version}.tar.gz | xz -c > ${reldir}/godot-${godot_version}.tar.xz pushd ${reldir} sha256sum godot-${godot_version}.tar.xz > godot-${godot_version}.tar.xz.sha256 popd # Classical if [ "${build_classical}" == "1" ]; then ## Linux (Classical) ## # Editor binname="${godot_basename}_linux.x86_64" cp out/linux/x86_64/tools/godot.linuxbsd.opt.tools.x86_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.opt.tools.x86_32 ${binname} strip ${binname} zip -q -9 "${reldir}/${binname}.zip" ${binname} rm ${binname} # Templates cp out/linux/x86_64/templates/godot.linuxbsd.opt.x86_64 ${templatesdir}/linux_release.x86_64 cp out/linux/x86_64/templates/godot.linuxbsd.opt.debug.x86_64 ${templatesdir}/linux_debug.x86_64 cp out/linux/x86_32/templates/godot.linuxbsd.opt.x86_32 ${templatesdir}/linux_release.x86_32 cp out/linux/x86_32/templates/godot.linuxbsd.opt.debug.x86_32 ${templatesdir}/linux_debug.x86_32 strip ${templatesdir}/linux* ## Windows (Classical) ## # Editor binname="${godot_basename}_win64.exe" batname="${godot_basename}_win64_console.cmd" cp out/windows/x86_64/tools/godot.windows.opt.tools.x86_64.exe ${binname} strip ${binname} sign_windows ${binname} echo "@echo off" > ${batname} echo ${binname} >> ${batname} echo "pause > nul" >> ${batname} zip -q -9 "${reldir}/${binname}.zip" ${binname} ${batname} rm ${binname} ${batname} binname="${godot_basename}_win32.exe" batname="${godot_basename}_win32_console.cmd" cp out/windows/x86_32/tools/godot.windows.opt.tools.x86_32.exe ${binname} strip ${binname} sign_windows ${binname} echo "@echo off" > ${batname} echo ${binname} >> ${batname} echo "pause > nul" >> ${batname} zip -q -9 "${reldir}/${binname}.zip" ${binname} ${batname} rm ${binname} ${batname} # Templates cp out/windows/x86_64/templates/godot.windows.opt.x86_64.exe ${templatesdir}/windows_release_x86_64.exe cp out/windows/x86_64/templates/godot.windows.opt.debug.x86_64.exe ${templatesdir}/windows_debug_x86_64.exe cp out/windows/x86_32/templates/godot.windows.opt.x86_32.exe ${templatesdir}/windows_release_x86_32.exe cp out/windows/x86_32/templates/godot.windows.opt.debug.x86_32.exe ${templatesdir}/windows_debug_x86_32.exe strip ${templatesdir}/windows*.exe ## macOS (Classical) ## # Editor binname="${godot_basename}_macos.universal" rm -rf Godot.app cp -r git/misc/dist/macos_tools.app Godot.app mkdir -p Godot.app/Contents/MacOS cp out/macos/tools/godot.macos.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} ${binname} 0 # Templates rm -rf macos_template.app cp -r git/misc/dist/macos_template.app . mkdir -p macos_template.app/Contents/MacOS cp out/macos/templates/godot.macos.opt.universal macos_template.app/Contents/MacOS/godot_macos_release.universal cp out/macos/templates/godot.macos.opt.debug.universal macos_template.app/Contents/MacOS/godot_macos_debug.universal chmod +x macos_template.app/Contents/MacOS/godot_macos* zip -q -9 -r "${templatesdir}/macos.zip" macos_template.app rm -rf macos_template.app sign_macos_template ${templatesdir} 0 ## Javascript (Classical) ## # Editor 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/javascript/tools/godot.javascript.opt.tools.threads.zip ${reldir}/${binname} # Templates 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.threads.zip ${templatesdir}/webassembly_gdnative_threads_release.zip cp out/javascript/templates/godot.javascript.opt.debug.gdnative.threads.zip ${templatesdir}/webassembly_gdnative_threads_debug.zip ## Android (Classical) ## # Lib for direct download cp out/android/templates/godot-lib.release.aar ${reldir}/godot-lib.${templates_version}.release.aar # Editor binname="${godot_basename}_android_editor.apk" cp out/android/tools/android_editor.apk ${reldir}/${binname} # Templates cp out/android/templates/*.apk ${templatesdir}/ cp out/android/templates/android_source.zip ${templatesdir}/ ## iOS (Classical) ## rm -rf ios_xcode cp -r git/misc/dist/ios_xcode ios_xcode cp out/ios/templates/libgodot.ios.simulator.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a cp out/ios/templates/libgodot.ios.debug.simulator.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a cp out/ios/templates/libgodot.ios.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a cp out/ios/templates/libgodot.ios.debug.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a cp -r deps/vulkansdk-macos/MoltenVK/MoltenVK.xcframework ios_xcode/ rm -rf ios_xcode/MoltenVK.xcframework/{macos,tvos}* cd ios_xcode zip -q -9 -r "${templatesdir}/ios.zip" * cd .. rm -rf ios_xcode # ## UWP (Classical) ## # # if [ ! -d "deps/angle" ]; then # echo "Downloading ANGLE binaries from https://github.com/GodotBuilder/godot-builds/releases/tag/_tools" # mkdir -p deps && cd deps # curl -LO https://github.com/GodotBuilder/godot-builds/releases/download/_tools/angle.7z # 7z x angle.7z && rm -f angle.7z # cd .. # fi # # rm -rf uwp_template_* # for arch in ARM Win32 x64; do # cp -r git/misc/dist/uwp_template uwp_template_${arch} # cp deps/angle/winrt/10/src/Release_${arch}/libEGL.dll \ # deps/angle/winrt/10/src/Release_${arch}/libGLESv2.dll \ # uwp_template_${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 pushd ${templatesdir}/.. zip -q -9 -r -D "${reldir}/${godot_basename}_export_templates.tpz" templates/* popd ## SHA-512 sums (Classical) ## pushd ${reldir} sha512sum [Gg]* > SHA512-SUMS.txt mkdir -p ${basedir}/sha512sums/${godot_version} cp SHA512-SUMS.txt ${basedir}/sha512sums/${godot_version}/ popd fi # Mono 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.opt.tools.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/ cp -rp out/aot-compilers ${binbasename}_x86_64/GodotSharp/Tools/ zip -r -q -9 "${reldir_mono}/${binbasename}_x86_64.zip" ${binbasename}_x86_64 rm -rf ${binbasename}_x86_64 binbasename="${godot_basename}_mono_linux" mkdir -p ${binbasename}_x86_32 cp out/linux/x86_32/tools-mono/godot.linuxbsd.opt.tools.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/ cp -rp out/aot-compilers ${binbasename}_x86_32/GodotSharp/Tools/ zip -r -q -9 "${reldir_mono}/${binbasename}_x86_32.zip" ${binbasename}_x86_32 rm -rf ${binbasename}_x86_32 # Templates cp -rp out/linux/x86_64/templates-mono/data.mono.linuxbsd.x86_64.* ${templatesdir_mono}/ cp out/linux/x86_64/templates-mono/godot.linuxbsd.opt.debug.x86_64.mono ${templatesdir_mono}/linux_debug.x86_64 cp out/linux/x86_64/templates-mono/godot.linuxbsd.opt.x86_64.mono ${templatesdir_mono}/linux_release.x86_64 cp -rp out/linux/x86_32/templates-mono/data.mono.linuxbsd.x86_32.* ${templatesdir_mono}/ cp out/linux/x86_32/templates-mono/godot.linuxbsd.opt.debug.x86_32.mono ${templatesdir_mono}/linux_debug.x86_32 cp out/linux/x86_32/templates-mono/godot.linuxbsd.opt.x86_32.mono ${templatesdir_mono}/linux_release.x86_32 strip ${templatesdir_mono}/linux* mkdir -p ${templatesdir_mono}/bcl cp -r out/linux/x86_64/tools-mono/GodotSharp/Mono/lib/mono/4.5/ ${templatesdir_mono}/bcl/net_4_x ## Windows (Mono) ## # Editor binname="${godot_basename}_mono_win64" batname="${godot_basename}_mono_win64_console.cmd" mkdir -p ${binname} cp out/windows/x86_64/tools-mono/godot.windows.opt.tools.x86_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 -rp out/aot-compilers ${binname}/GodotSharp/Tools/ echo "@echo off" > ${batname} echo ${binname}.exe >> ${batname} echo "pause > nul" >> ${batname} mv ${batname} ${binname}/ zip -r -q -9 "${reldir_mono}/${binname}.zip" ${binname} rm -rf ${binname} binname="${godot_basename}_mono_win32" batname="${godot_basename}_mono_win32_console.cmd" mkdir -p ${binname} cp out/windows/x86_32/tools-mono/godot.windows.opt.tools.x86_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 -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 -rp out/windows/x86_64/templates-mono/data.mono.windows.x86_64.* ${templatesdir_mono}/ cp out/windows/x86_64/templates-mono/godot.windows.opt.debug.x86_64.mono.exe ${templatesdir_mono}/windows_debug_x86_64.exe cp out/windows/x86_64/templates-mono/godot.windows.opt.x86_64.mono.exe ${templatesdir_mono}/windows_release_x86_64.exe cp -rp out/windows/x86_32/templates-mono/data.mono.windows.x86_32.* ${templatesdir_mono}/ cp out/windows/x86_32/templates-mono/godot.windows.opt.debug.x86_32.mono.exe ${templatesdir_mono}/windows_debug_x86_32.exe cp out/windows/x86_32/templates-mono/godot.windows.opt.x86_32.mono.exe ${templatesdir_mono}/windows_release_x86_32.exe strip ${templatesdir_mono}/windows*.exe mkdir -p ${templatesdir_mono}/bcl cp -r out/windows/x86_64/tools-mono/GodotSharp/Mono/lib/mono/4.5/ ${templatesdir_mono}/bcl/net_4_x_win ## macOS (Mono) ## # Editor binname="${godot_basename}_mono_macos.universal" rm -rf Godot_mono.app cp -r git/misc/dist/macos_tools.app Godot_mono.app mkdir -p Godot_mono.app/Contents/{MacOS,Resources} cp out/macos/tools-mono/godot.macos.opt.tools.universal.mono Godot_mono.app/Contents/MacOS/Godot cp -rp out/macos/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} ${binname} 1 # Templates rm -rf macos_template.app cp -r git/misc/dist/macos_template.app . mkdir -p macos_template.app/Contents/{MacOS,Resources} cp out/macos/templates-mono/godot.macos.opt.debug.universal.mono macos_template.app/Contents/MacOS/godot_macos_debug.universal cp out/macos/templates-mono/godot.macos.opt.universal.mono macos_template.app/Contents/MacOS/godot_macos_release.universal cp -rp out/macos/templates-mono/data.mono.macos.* macos_template.app/Contents/Resources/ chmod +x macos_template.app/Contents/MacOS/godot_macos* zip -q -9 -r "${templatesdir_mono}/macos.zip" macos_template.app rm -rf macos_template.app sign_macos_template ${templatesdir_mono} 1 # ## Javascript (Mono) ## # # # Templates # 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.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 ${templatesdir_mono}/bcl/ ## iOS (Mono) ## rm -rf ios_xcode cp -r git/misc/dist/ios_xcode ios_xcode cp out/ios/templates-mono/libgodot.ios.simulator.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a cp out/ios/templates-mono/libgodot.ios.debug.simulator.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a cp out/ios/templates-mono/libgodot.ios.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a cp out/ios/templates-mono/libgodot.ios.debug.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a cp -r deps/vulkansdk-macos/MoltenVK/MoltenVK.xcframework ios_xcode/ rm -rf ios_xcode/MoltenVK.xcframework/{macos,tvos}* cd ios_xcode zip -q -9 -r "${templatesdir_mono}/ios.zip" * cd .. rm -rf ios_xcode mkdir -p ${templatesdir_mono}/bcl cp -r out/ios/templates-mono/bcl/monotouch* ${templatesdir_mono}/bcl/ cp -r out/ios/templates-mono/ios-mono-libs ${templatesdir_mono} # ## UWP (Mono) ## # # # Not supported yet. ## Templates TPZ (Mono) ## echo "${templates_version}.mono" > ${templatesdir_mono}/version.txt pushd ${templatesdir_mono}/.. zip -q -9 -r -D "${reldir_mono}/${godot_basename}_mono_export_templates.tpz" templates/* popd ## SHA-512 sums (Mono) ## pushd ${reldir_mono} sha512sum [Gg]* >> SHA512-SUMS.txt mkdir -p ${basedir}/sha512sums/${godot_version}/mono cp SHA512-SUMS.txt ${basedir}/sha512sums/${godot_version}/mono/ popd fi echo "All editor binaries and templates prepared successfully for release"