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godot-build-scripts/config.sh.in
Rémi Verschelde efa270fa44 Trim down scripts to build Godot 1.0 with modern containers
Only building for desktop platforms for now, as Android, iOS and Web
builds would all be obsolete and unable to run on current devices.
2025-01-06 16:33:38 +01:00

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#!/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'
# Name and version of the images to use in build.sh.
export IMAGE_VERSION='4.4-f41'
# Default build name used to distinguish between official and custom builds.
export BUILD_REVISION='custom_build'
# Default number of parallel cores for each build.
export NUM_CORES=16
# Set up your own signing keystore and relevant details below.
# If you do not fill all SIGN_* fields, signing will be skipped.
# Path to pkcs12 archive.
export SIGN_KEYSTORE=''
# Password for the private key.
export SIGN_PASSWORD=''
# Name and URL of the signed application.
# Use your own when making a thirdparty build.
export SIGN_NAME=''
export 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=''