Added gitea publish action
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GFOLF - itch.io publish action / build (linux64, x86_64) (push) Successful in 56s
GFOLF - itch.io publish action / build (osx, app) (push) Successful in 1m1s
GFOLF - itch.io publish action / build (win64, exe) (push) Successful in 1m9s

This commit is contained in:
Rob Kelly 2025-01-10 18:50:15 -07:00
parent 0acfa25b19
commit 4854fd0aab
3 changed files with 64 additions and 9 deletions

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@ -0,0 +1,56 @@
# Based on https://github.com/aBARICHELLO/godot-ci/blob/master/.github/workflows/godot-ci.yml
name: GFOLF - itch.io publish action
run-name: ${{ gitea.actor }} is publishing GFOLF ${{ gitea.ref_name }} to itch.io.
on:
push:
branches:
- ci-test
tags:
- v*
env:
GODOT_VERSION: 4.3
EXPORT_NAME: gfolf
PROJECT_PATH: .
jobs:
build:
runs-on: ubuntu-20.04
container:
image: barichello/godot-ci:4.3
strategy:
matrix:
include:
- target: linux64
type: x86_64
- target: osx
type: app
- target: win64
type: exe
env:
BUILD_DIR: build/gfolf_${{ gitea.ref_name }}_${{ matrix.target }}
steps:
- name: Checkout repository
run: |
git init
git remote add origin ${{ gitea.event.repository.clone_url }}
git fetch --depth 1 origin ${{ gitea.ref }}
git checkout FETCH_HEAD
git lfs pull
- name: Reimport assets
# bruh are you fucking kidding me. bruhh
run: |
timeout 10 godot --headless --import || true
godot --headless --import
- name: Build project
run: |
echo "building to $BUILD_DIR"
mkdir -p $BUILD_DIR
godot --headless --export-debug ${{ matrix.target }} $BUILD_DIR/gfolf.${{ matrix.type }}
- name: Publish
run: |
echo "pushing $BUILD_DIR"
butler push $BUILD_DIR tetramorph/gfolf:${{ matrix.target }} --userversion ${{ gitea.ref_name }}
env:
BUTLER_API_KEY: ${{ secrets.BUTLER_API_KEY }}

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@ -47,9 +47,8 @@ echo "Packaging to: $BUILD_DIR"
## Shared build logic
function build_project {
TARGET="$1"
TARGET_SHORT="$2"
TARGET_EXT="$3"
TARGET_SUBDIR="$PROJECT_NAME""_$TARGET_SHORT"
TARGET_SUBDIR="$PROJECT_NAME""_$TARGET"
TARGET_DIR="$BUILD_DIR/$TARGET_SUBDIR"
TARGET_OUT="$TARGET_DIR/$PROJECT_NAME.$TARGET_EXT"
@ -61,7 +60,7 @@ function build_project {
godot --headless --export-debug "$TARGET" $TARGET_OUT
set +x
ZIP_OUT="$PROJECT_NAME""_$VERSION_TAG""_$TARGET_SHORT.7z"
ZIP_OUT="$PROJECT_NAME""_$VERSION_TAG""_$TARGET.7z"
echo "Packaging to: $ZIP_OUT"
# TODO
@ -72,10 +71,10 @@ function build_project {
# Build linux
build_project "Linux" "linux64" "x86_64"
build_project "linux64" "x86_64"
# Build OSX
build_project "macOS" "osx" "app"
build_project "osx" "app"
# Build Michaelsoft Binbows
build_project "Windows Desktop" "win64" "exe"
build_project "win64" "exe"

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@ -1,6 +1,6 @@
[preset.0]
name="Linux"
name="linux64"
platform="Linux"
runnable=true
advanced_options=true
@ -40,7 +40,7 @@ rm -rf \"{temp_dir}\""
[preset.1]
name="Windows Desktop"
name="win64"
platform="Windows Desktop"
runnable=true
advanced_options=true
@ -105,7 +105,7 @@ Remove-Item -Recurse -Force '{temp_dir}'"
[preset.2]
name="macOS"
name="osx"
platform="macOS"
runnable=true
advanced_options=true