From 1e5a30173a4ab6fb437333a31190953b637f5625 Mon Sep 17 00:00:00 2001 From: "olof.pettersson" Date: Wed, 3 Dec 2025 16:34:22 +0100 Subject: [PATCH] Reset to old script --- .gitea/workflows/build-game.yaml | 54 ++++++++++++++++++-------------- 1 file changed, 31 insertions(+), 23 deletions(-) diff --git a/.gitea/workflows/build-game.yaml b/.gitea/workflows/build-game.yaml index 1480d12..a1358ed 100644 --- a/.gitea/workflows/build-game.yaml +++ b/.gitea/workflows/build-game.yaml @@ -12,34 +12,42 @@ jobs: - name: Install Dependencies run: apt-get update && apt-get install -y unzip wget zip - # 2. Setup: Download the Engine & Templates from your Registry - # You built these in the previous pipeline! - - name: Setup Custom Godot + - name: Download Engine Templates env: - # The version of the engine your game uses - ENGINE_VERSION: "a90daf08c2bb52d6cb4ba67bb5cbe09d79b2c4eb" - REGISTRY: "https://gitea.212.63.210.91.nip.io/api/packages/seedlingattempt/generic" - TOKEN: ${{ secrets.USER_PACKAGE_PASSWORD }} + # The specific engine version this game needs + ENGINE_HASH: "a90daf08c2bb52d6cb4ba67bb5cbe09d79b2c4eb" + # This string MUST match what your custom engine reports as its version + # Example: "4.3.stable" or "4.3.stable.mygame" + GODOT_VERSION_STRING: "4.6" run: | - echo "Fetching Editor..." - wget --header="Authorization: token $TOKEN" \ - "$REGISTRY/godot-editor-windows/$ENGINE_VERSION/godot-editor-windows.zip" - unzip -o godot-editor-windows.zip + echo "Downloading templates..." + wget "https://gitea.212.63.210.91.nip.io/api/packages/seedlingattempt/generic/godot-templates/${ENGINE_HASH}/windows_templates.tpz" - # Make the editor executable - chmod +x godot.windows.editor*.exe - mv godot.windows.editor*.exe godot_headless.exe - - echo "Fetching Templates..." - wget --header="Authorization: token $TOKEN" \ - "$REGISTRY/godot-templates/$ENGINE_VERSION/windows_templates.tpz" - - # Install templates to the standard path Godot expects - # Note: The folder name MUST match the version string in your custom engine - # (Run your custom editor locally and check 'About' to see the exact string) - TEMPLATE_PATH="$HOME/.local/share/godot/export_templates/4.3.stable.custom_build" + echo "Installing templates..." + # Godot looks for templates in ~/.local/share/godot/export_templates/{VERSION}/ + TEMPLATE_PATH="$HOME/.local/share/godot/export_templates/${GODOT_VERSION_STRING}" mkdir -p "$TEMPLATE_PATH" + + # Unzip our TPZ directly into that folder unzip windows_templates.tpz -d "$TEMPLATE_PATH" + + # Rename them to standard names if they aren't already + # (Your publish script already renamed them to windows_release_x86_64.exe, so this is fine!) + + - name: Download Headless Editor (For Exporting) + env: + ENGINE_HASH: "a90daf08c2bb52d6cb4ba67bb5cbe09d79b2c4eb" + run: | + mkdir godot_headless + + wget "https://gitea.212.63.210.91.nip.io/api/packages/seedlingattempt/generic/godot-editor-windows/${ENGINE_HASH}/godot-editor-windows.zip" + + unzip godot-editor-windows.zip + + chmod +x godot.windows.editor*.exe + + # Create a simple alias + mv godot.windows.editor*.exe godot_headless.exe - name: Export Game run: |