Add Windows installer (NSIS) and Linux AppImage packaging; embed PCK in all exports
- export_presets: embed_pck=true for Linux/Windows/macOS -> single self-contained binaries (all game data in one file); build_releases.sh cleans stale .pck - App icon: assets/textures/icon.png (1024) + multi-size icon.ico generated by tools/generate_textures.py; copied into packaging/windows and packaging/linux - packaging/windows/step-line.nsi: NSIS installer (shortcuts, uninstaller, registry Add/Remove Programs) output step-line-setup-<ver>.exe - packaging/linux: step-line.desktop, AppRun, step-line.appdata.xml, build_appimage.sh (appimagetool, APPIMAGE_EXTRACT_AND_RUN) -> step-line-<ver>-x86_64.AppImage - CI build job now packages NSIS installer + AppImage alongside binaries; publish glob already uploads them - Local end-to-end verification: embedded exports rebuilt, AppImage built and run headless (0 script errors); suite 57/57 - README Downloads table lists installer/AppImage/portable rows; RELEASING documents packaging; TODO/DONE synced
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@@ -57,12 +57,22 @@ godot --headless --path . --quit-after 120 # boot smoke t
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./tools/build_releases.sh
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```
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Artifacts are written to `build/`:
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Artifacts are written to `build/` (all exports embed the PCK — single files):
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- `build/step-line-linux-<version>.x86_64`
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- `build/step-line-windows-<version>.exe`
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- `build/step-line-macos-<version>.zip`
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When run in CI (tags/dispatch), the build job also packages:
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- `build/step-line-setup-<version>.exe` — Windows installer (NSIS, incl. shortcuts +
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uninstaller; apt `nsis` on the runner)
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- `build/step-line-<version>-x86_64.AppImage` — Linux AppImage (`packaging/linux/build_appimage.sh`,
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appimagetool via `APPIMAGE_EXTRACT_AND_RUN`)
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Locally you can build the AppImage with `bash packaging/linux/build_appimage.sh <version>`;
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the NSIS installer requires `makensis` (covered by CI).
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> macOS builds are unsigned and will need `xattr -dr com.apple.quarantine`
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> guidance or notarization for production releases.
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