Finalizing workflows
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117
.gitea/workflows/release-branch.yaml
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117
.gitea/workflows/release-branch.yaml
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name: Create tag and build when new code gets to main
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run-name: Create tag and build when new code gets to main
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on:
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push:
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branches:
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- 'release/*' # only release branches
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tags-ignore:
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- "**"
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env:
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GAME_NAME: MovementTests
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ITCHIO_USERNAME: Minimata
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ITCHIO_GAMEID: MovementTests
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jobs:
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ReleaseName:
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runs-on: ubuntu-latest
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if: ${{ contains(gitea.ref_name, 'release/') }}
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outputs:
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release_name: ${{ steps.split.outputs._1 }}
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steps:
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- uses: winterjung/split@v2
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id: split
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with:
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msg: ${{ gitea.ref_name }}
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separator: '/'
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Release:
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runs-on: ubuntu-latest
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if: ${{ contains(gitea.ref_name, 'release/') }}
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needs: ReleaseName
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container:
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image: barichello/godot-ci:mono-4.5
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steps:
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- name: Install node, curl and zip
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run: |
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apt update && apt -y install curl zip nodejs
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- name: Checkout
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uses: actions/checkout@v6
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with:
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lfs: false
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persist-credentials: true
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- name: Checkout LFS
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run: |
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git lfs install --local
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AUTH=$(git config http.${{ gitea.server_url }}/.extraheader)
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AUTH_FILE=$(git config includeif.gitdir:/workspace/${{ gitea.repository }}/.git.path)
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git config -f $AUTH_FILE --unset http.${{ gitea.server_url }}/.extraheader
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git config -f $AUTH_FILE http.${{ gitea.server_url }}/${{ gitea.repository }}.git/info/lfs/objects/batch.extraheader "$AUTH"
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git lfs pull
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- name: Import resources and build solution
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run: |
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godot --headless --editor --build-solutions --quit --import --path $PWD
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- name: Build Windows
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run: |
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mkdir -v -p build/windows
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godot --headless --verbose --build-solutions --export-release "Windows Desktop" build/windows/${{ env.GAME_NAME }}.exe
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zip -r Windows.zip build/windows
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- name: Upload to Itch
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uses: KikimoraGames/itch-publish@v0.0.3
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with:
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butlerApiKey: ${{ secrets.BUTLER_TOKEN }}
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itchUsername: ${{ env.ITCHIO_USERNAME }}
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itchGameId: ${{ env.ITCHIO_GAMEID }}
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buildNumber: ${{ needs.ReleaseName.outputs.release_name }}
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gameData: Windows.zip
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buildChannel: windows
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- name: Build Windows ARM
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run: |
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mkdir -v -p build/windowsArm
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godot --headless --verbose --build-solutions --export-release "Windows ARM" build/windowsArm/${{ env.GAME_NAME }}.exe
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zip -r WindowsArm.zip build/windowsArm
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- name: Upload to Itch
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uses: KikimoraGames/itch-publish@v0.0.3
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with:
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butlerApiKey: ${{ secrets.BUTLER_TOKEN }}
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itchUsername: ${{ env.ITCHIO_USERNAME }}
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itchGameId: ${{ env.ITCHIO_GAMEID }}
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buildNumber: ${{ needs.ReleaseName.outputs.release_name }}
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gameData: WindowsArm.zip
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buildChannel: windows-arm
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- name: Linux Build
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run: |
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mkdir -v -p build/linux
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godot --headless --verbose --export-release "Linux/X11" build/linux/${{ env.GAME_NAME }}.x86_64
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zip -r Linux.zip build/linux
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- name: Upload to Itch
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uses: KikimoraGames/itch-publish@v0.0.3
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with:
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butlerApiKey: ${{ secrets.BUTLER_TOKEN }}
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itchUsername: ${{ env.ITCHIO_USERNAME }}
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itchGameId: ${{ env.ITCHIO_GAMEID }}
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buildNumber: ${{ needs.ReleaseName.outputs.release_name }}
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gameData: Linux.zip
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buildChannel: linux
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- name: Mac Build
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run: |
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mkdir -v -p build/mac
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godot --headless --verbose --export-release "macOS" build/mac/${{ env.GAME_NAME }}.zip
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zip -r Mac.zip build/mac
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- name: Upload to Itch
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uses: KikimoraGames/itch-publish@v0.0.3
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with:
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butlerApiKey: ${{ secrets.BUTLER_TOKEN }}
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itchUsername: ${{ env.ITCHIO_USERNAME }}
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itchGameId: ${{ env.ITCHIO_GAMEID }}
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buildNumber: ${{ needs.ReleaseName.outputs.release_name }}
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gameData: Mac.zip
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buildChannel: mac
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