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Fix the building releases docs formatting.
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@@ -116,25 +116,23 @@ Each of these is checked out on the relevant branch of
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``godot-build-scripts``. Older branches may have slight variations to
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the workflow described above.
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Some files in these folders are ``.gitignore``\ d but quite important: -
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``config.sh`` is generated by copying ``config.sh.in`` and filling in
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the blanks. It contains all the details needed to sign, notarize and
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publish our builds. It’s also the file which defines which image
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version/tag we’re using for those builds (e.g. ``4.3-f40``). - Signing
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keys for various platforms.
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Some files in these folders are ``.gitignore``\ d but quite important:
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* ``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. It’s also the file which defines which image version/tag we’re using for those builds (e.g. ``4.3-f40``).
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* Signing keys for various platforms.
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Building the binaries
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~~~~~~~~~~~~~~~~~~~~~
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The entry point to make builds is ``build.sh``, which is responsible
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for: - Downloading the dependencies in ``deps`` if missing. \* Note: If
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you update dependencies in the script or at their download location, the
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easiest way to ensure things are up-to-date is to delete ``deps`` and
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let ``build.sh`` download everything again. - Cloning the Godot Git repo
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in ``git`` (only needed the first time). - Validating that the specified
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branch or commit matches the version we claim to build with ``-v``. -
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Creating a tarball of the Godot branch or commit we specify with ``-g``.
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- Starting builds for all platforms sequentially.
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for:
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* Downloading the dependencies in ``deps`` if missing.
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* 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.
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* Cloning the Godot Git repo in ``git`` (only needed the first time).
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* Validating that the specified branch or commit matches the version we claim to build with ``-v``.
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* Creating a tarball of the Godot branch or commit we specify with ``-g``.
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* Starting builds for all platforms sequentially.
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Builds are done by invoking ``podman`` (RedHat’s better Docker
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interface) with relevant arguments and the respective scripts found in
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@@ -182,10 +180,12 @@ Finally, the ``publish-release.sh`` script takes care of:
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- Publish the NuGet packages to NuGet Gallery.
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- Publish the Android library to MavenCentral.
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For stable builds only, it additionally uploads the release to: - GitHub
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at https://github.com/godotengine/godot \* This requires getting a
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GitHub write token for one of our accounts. @GodotBuilder doesn’t have
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write access to godotengine/godot for safety. - Steam - EGS - itch.io
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For stable builds only, it additionally uploads the release to:
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* GitHub at https://github.com/godotengine/godot
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* This requires getting a GitHub write token for one of our accounts. @GodotBuilder doesn’t have write access to godotengine/godot for safety.
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* Steam
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* EGS
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* itch.io
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On Steam, EGS, and itch.io, the builds need to be published manually in
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their respective backends (including writing a release post for Steam
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@@ -211,22 +211,19 @@ the ``screen`` session, disconnect, and later on reconnect and re-attach
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to the ongoing ``screen`` session which will have continued on the
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remote host.
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Basic commands to know: - ``screen``: Start a session. - ``screen -r``:
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Resume a previously detached session. If more than one are detached,
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you’ll need to specify a PID after ``-r``. - ``screen -r -d``: Resume a
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session that wasn’t properly detached (e.g. due to the connection timing
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out). - ``exit`` (within a ``screen`` session): Terminate the session,
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or if multiple virtual terminals were open, close the current one.
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Basic commands to know:
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* ``screen``: Start a session.
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* ``screen -r``: Resume a previously detached session. If more than one are detached, you’ll need to specify a PID after ``-r``.
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* ``screen -r -d``: Resume a session that wasn’t properly detached (e.g. due to the connection timing out).
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* ``exit`` (within a ``screen`` session): Terminate the session, or if multiple virtual terminals were open, close the current one.
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Within a ``screen`` session, commands can be issued using the Ctrl+A
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hotkey. This hotkey starts an input mode without visual feedback, which
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can take notably these commands: - C: Create a new virtual terminal in
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the current session. - D: Detach from the current session. - 0-9: Go to
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the n-th virtual terminal. When creating a new session, there is only
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one virtual terminal (0), but after using the C command, you can cycle
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between 0 and 1, etc. \* This is useful when one virtual terminal is
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busy with a multi-hour build, but you still want to do some checks in a
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separate terminal (e.g. ``tail -n 1 out/logs/*`` to review the
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progress).
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can take notably these commands:
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* ``C``: Create a new virtual terminal in the current session.
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* ``D``: Detach from the current session.
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* ``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.
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* 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).
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See ``man screen`` for more details and possibly cool tricks.
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