Fix the building releases docs formatting.

This commit is contained in:
Lukas Tenbrink
2025-07-31 14:14:08 +02:00
parent ac67827a9d
commit 13ee1474a8

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@@ -116,25 +116,23 @@ Each of these is checked out on the relevant branch of
``godot-build-scripts``. Older branches may have slight variations to
the workflow described above.
Some files in these folders are ``.gitignore``\ d but quite important: -
``config.sh`` is generated by copying ``config.sh.in`` and filling in
the blanks. It contains all the details needed to sign, notarize and
publish our builds. Its also the file which defines which image
version/tag were using for those builds (e.g. ``4.3-f40``). - Signing
keys for various platforms.
Some files in these folders are ``.gitignore``\ d but quite important:
* ``config.sh`` is generated by copying ``config.sh.in`` and filling in the blanks. It contains all the details needed to sign, notarize and publish our builds. Its also the file which defines which image version/tag were using for those builds (e.g. ``4.3-f40``).
* Signing keys for various platforms.
Building the binaries
~~~~~~~~~~~~~~~~~~~~~
The entry point to make builds is ``build.sh``, which is responsible
for: - Downloading the dependencies in ``deps`` if missing. \* Note: If
you update dependencies in the script or at their download location, the
easiest way to ensure things are up-to-date is to delete ``deps`` and
let ``build.sh`` download everything again. - Cloning the Godot Git repo
in ``git`` (only needed the first time). - Validating that the specified
branch or commit matches the version we claim to build with ``-v``. -
Creating a tarball of the Godot branch or commit we specify with ``-g``.
- Starting builds for all platforms sequentially.
for:
* Downloading the dependencies in ``deps`` if missing.
* Note: If you update dependencies in the script or at their download location, the easiest way to ensure things are up-to-date is to delete ``deps`` and let ``build.sh`` download everything again.
* Cloning the Godot Git repo in ``git`` (only needed the first time).
* Validating that the specified branch or commit matches the version we claim to build with ``-v``.
* Creating a tarball of the Godot branch or commit we specify with ``-g``.
* Starting builds for all platforms sequentially.
Builds are done by invoking ``podman`` (RedHats better Docker
interface) with relevant arguments and the respective scripts found in
@@ -182,10 +180,12 @@ Finally, the ``publish-release.sh`` script takes care of:
- Publish the NuGet packages to NuGet Gallery.
- Publish the Android library to MavenCentral.
For stable builds only, it additionally uploads the release to: - GitHub
at https://github.com/godotengine/godot \* This requires getting a
GitHub write token for one of our accounts. @GodotBuilder doesnt have
write access to godotengine/godot for safety. - Steam - EGS - itch.io
For stable builds only, it additionally uploads the release to:
* GitHub at https://github.com/godotengine/godot
* This requires getting a GitHub write token for one of our accounts. @GodotBuilder doesnt have write access to godotengine/godot for safety.
* Steam
* EGS
* itch.io
On Steam, EGS, and itch.io, the builds need to be published manually in
their respective backends (including writing a release post for Steam
@@ -211,22 +211,19 @@ the ``screen`` session, disconnect, and later on reconnect and re-attach
to the ongoing ``screen`` session which will have continued on the
remote host.
Basic commands to know: - ``screen``: Start a session. - ``screen -r``:
Resume a previously detached session. If more than one are detached,
youll need to specify a PID after ``-r``. - ``screen -r -d``: Resume a
session that wasnt properly detached (e.g. due to the connection timing
out). - ``exit`` (within a ``screen`` session): Terminate the session,
or if multiple virtual terminals were open, close the current one.
Basic commands to know:
* ``screen``: Start a session.
* ``screen -r``: Resume a previously detached session. If more than one are detached, youll need to specify a PID after ``-r``.
* ``screen -r -d``: Resume a session that wasnt properly detached (e.g. due to the connection timing out).
* ``exit`` (within a ``screen`` session): Terminate the session, or if multiple virtual terminals were open, close the current one.
Within a ``screen`` session, commands can be issued using the Ctrl+A
hotkey. This hotkey starts an input mode without visual feedback, which
can take notably these commands: - C: Create a new virtual terminal in
the current session. - D: Detach from the current session. - 0-9: Go to
the n-th virtual terminal. When creating a new session, there is only
one virtual terminal (0), but after using the C command, you can cycle
between 0 and 1, etc. \* This is useful when one virtual terminal is
busy with a multi-hour build, but you still want to do some checks in a
separate terminal (e.g. ``tail -n 1 out/logs/*`` to review the
progress).
can take notably these commands:
* ``C``: Create a new virtual terminal in the current session.
* ``D``: Detach from the current session.
* ``0-9``: Go to the n-th virtual terminal. When creating a new session, there is only one virtual terminal (0), but after using the C command, you can cycle between 0 and 1, etc.
* This is useful when one virtual terminal is busy with a multi-hour build, but you still want to do some checks in a separate terminal (e.g. ``tail -n 1 out/logs/*`` to review the progress).
See ``man screen`` for more details and possibly cool tricks.