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https://github.com/godotengine/godot-build-scripts.git
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107 lines
3.7 KiB
Bash
107 lines
3.7 KiB
Bash
#!/bin/bash
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# Configuration file for user-specific details.
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# This file is gitignore'd and will be sourced by build scripts.
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# Note: For passwords or GPG keys, make sure that special characters such
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# as $ won't be expanded, by using single quotes to enclose the string,
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# or escaping with \$.
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# These scripts are designed and tested against podman. They may also work
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# with docker, but it's not guaranteed. You can set this variable to the
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# relevant tool in your PATH or an absolute path to run it from.
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export PODMAN='podman'
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# GitHub token for @GodotBuilder for releases on godotengine/godot-builds,
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# can use a long expiry date.
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# For stable releases to godotengine/godot, generate a personal token with
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# write access to godotengine/godot for use in publish-release.sh.
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export GH_TOKEN=''
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# Path to a Git clone of https://github.com/godotengine/godot-builds.
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# Only used for uploading official releases.
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export GODOT_BUILDS_PATH=''
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# Path to the directory with the Steam upload setup.
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export UPLOAD_STEAM_PATH=''
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# Path to the directory with the EGS upload setup.
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export UPLOAD_EGS_PATH=''
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# Path to the 'butler' binary for upload of stable releases to itch.io.
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export UPLOAD_ITCH_BUTLER=''
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# SSH hostname to upload Web editor builds to.
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# Only used for uploading official releases.
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export WEB_EDITOR_HOSTNAME=''
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# Registry for build containers.
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# The default registry is the one used for official Godot builds.
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# Note that some of its images are private and only accessible to selected
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# contributors.
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# You can build your own registry with scripts at
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# https://github.com/godotengine/build-containers
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export REGISTRY='registry.prehensile-tales.com'
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# Version string of the images to use in build.sh.
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export IMAGE_VERSION='4.x-f36'
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# Default build name used to distinguish between official and custom builds.
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export BUILD_NAME='custom_build'
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# Default number of parallel cores for each build.
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export NUM_CORES=16
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# Set up your own Windows signing details below.
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# If you do not fill all SIGN_* fields, signing will be skipped.
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# Name and URL of the signed application.
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# Use your own when making a thirdparty build.
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export WINDOWS_SIGN_NAME=''
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export WINDOWS_SIGN_URL=''
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# Hostname or IP address of an OSX host (Needed for signing)
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# eg 'user@10.1.0.10'
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export OSX_HOST=''
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# ID of the Apple certificate used to sign
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export OSX_KEY_ID=''
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# Bundle id for the signed app
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export OSX_BUNDLE_ID=''
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# Username/password for Apple's signing APIs (used for notarytool)
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export APPLE_TEAM=''
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export APPLE_ID=''
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export APPLE_ID_PASSWORD=''
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# NuGet source for publishing .NET packages
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export NUGET_SOURCE='nuget.org'
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# API key for publishing NuGet packages to nuget.org
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export NUGET_API_KEY=''
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# MavenCentral (sonatype) credentials
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export OSSRH_GROUP_ID=''
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export OSSRH_USERNAME=''
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export OSSRH_PASSWORD=''
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# Sonatype assigned ID used to upload the generated artifacts
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export SONATYPE_STAGING_PROFILE_ID=''
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# Used to sign the artifacts after they're built
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# ID of the GPG key pair, the last eight characters of its fingerprint
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export SIGNING_KEY_ID=''
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# Passphrase of the key pair
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export SIGNING_PASSWORD=''
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# Base64 encoded private GPG key
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export SIGNING_KEY=''
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# Android signing configs
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# Path to the Android keystore file used to sign the release build
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export GODOT_ANDROID_SIGN_KEYSTORE=''
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# Key alias used for signing the release build
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export GODOT_ANDROID_KEYSTORE_ALIAS=''
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# Password for the key used for signing the release build
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export GODOT_ANDROID_SIGN_PASSWORD=''
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# Google Cloud Service Account JSON key with access to Play Console upload permissions
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# (View app information + Release apps to production and/or testing.)
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export GODOT_ANDROID_UPLOAD_JSON_KEY=''
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# Horizon Store app ID and secret.
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export GODOT_ANDROID_HORIZON_APP_ID=''
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export GODOT_ANDROID_HORIZON_APP_SECRET=''
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