Prepare first downloadable release: install export templates, build 0.1.0 binaries, add publish helper
- Install Godot 4.3 export templates locally and fix macOS export (enable rendering/textures/vram_compression/import_etc2_astc) - Build Linux/Windows/macOS artifacts into build/ via tools/build_releases.sh; Linux binary passes headless smoke test - Add tools/publish_release.sh (creates Gitea release + uploads assets with a token) - TODO: mark build/install steps done; publishing v0.1.0 + link verification remain as the single action blocker (needs GITEA_TOKEN)
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@@ -26,7 +26,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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- Run tests: `godot --headless --path . --script res://src/test/test_runner.gd`
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- Boot check: `godot --headless --path . --quit-after 120`
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- Screenshot tool: `godot --path . --script res://src/test/take_screenshot.gd` (writes to `user://screenshot.png`).
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- Release build: `./tools/build_releases.sh` requires export templates (see `docs/RELEASING.md`).
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- Release build verified locally: export templates for 4.3 installed at `~/.local/share/godot/export_templates/4.3.stable/`; `./tools/build_releases.sh` produced Linux/Windows/macOS artifacts for 0.1.0 in `build/` and the Linux binary passed a headless smoke test. Publishing to Gitea still needs a token (see `tools/publish_release.sh`, `docs/RELEASING.md`).
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## Known Issues / Notes
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@@ -34,7 +34,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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- Headless (dummy renderer) logs "Parameter m is null" from `mesh_get_surface_count`; it does not occur with a real GL driver and does not affect logic.
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- Steps are visual-only (no collider) so NPCs can path to the entrance; the guard spawns on the landing so it never needs to climb.
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- Persistence tests write into the real `user://shift_results.json` (harmless local pollution of the demo history).
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- Export presets and release scripts are **not yet verified with real export templates** (none installed on this machine); see `docs/RELEASING.md` before first release.
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- macOS export required `rendering/textures/vram_compression/import_etc2_astc=true` in `project.godot` (universal build demands ETC2 ASTC enabled).
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- Joke Shop `door_staff_lines` authored but not yet surfaced in the prototype UI (tracked in TODO).
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## Open Questions
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