#!/bin/bash # 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' # 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 # 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' # Default build name used to distinguish between official and custom builds. export BUILD_NAME='custom_build' # Default number of parallel cores for each build. export NUM_CORES=16 # Set up your own Windows signing details below. # If you do not fill all SIGN_* fields, signing will be skipped. # Name and URL of the signed application. # Use your own when making a thirdparty build. export WINDOWS_SIGN_NAME='' export WINDOWS_SIGN_URL='' # Hostname or IP address of an OSX host (Needed for signing) # eg 'user@10.1.0.10' export OSX_HOST='' # ID of the Apple certificate used to sign export OSX_KEY_ID='' # Bundle id for the signed app 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='' # 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=''