Commit Graph
12 Commits
Author SHA1 Message Date
zwitschi 9b8f513f9f Trim the Godot template cache and separate CI cache keys
Full build / Import + headless tests (push) Successful in 2m24s
Full build / Full desktop build + optional release (push) Skipped
Cache only Linux/Windows/macOS/Web release templates instead of the full 1.2 GB
archive, and use distinct binary cache keys for the checks and build jobs so
concurrent runs do not fight over the same cache entry.
2026-11-02 09:48:05 +01:00
zwitschi 87612f2057 Unify the Godot 4.7.2 CI environment and cache it
Full build / Import + headless tests (push) Successful in 2m30s
Full build / Full desktop build + optional release (push) Skipped
Update project features and CI installs/templates to Godot 4.7.2, remove the
old version matrix, and cache the Godot binary and export templates with Gitea
Actions cache. Update release/docs/version references accordingly. Project
import and headless tests pass locally under 4.7.2.
2026-11-02 09:25:08 +01:00
zwitschi 3989d7b2e5 Rename Step Line to Gig Line
Update the game name in project.godot, export presets, UI/marquee/title strings, packaging (AppImage/NSIS/desktop/appdata), tools, docs, and the generated prop GLBs. Packaging assets and README screenshots are regenerated. Headless suite 209/209 and Python tooling tests pass.
2026-11-01 12:52:17 +01:00
zwitschi b4d189c325 Publish releases with the runner's checkout credentials
Full build / Import + headless tests (push) Successful in 36s
Full build / Full desktop build + optional release (push) Successful in 3m37s
The v0.2.10 tag build still failed to publish: its env dump showed no token at all,
because this Gitea/act runner does not provide `github.token`, and the repo has no
GITEA_TOKEN secret.

publish_release.sh now resolves credentials in order: GITEA_TOKEN,
GITEA_AUTH_HEADER, ~/.git-credentials, then the local git extraheader that
actions/checkout writes for the job. That header carries the runner's basic-auth
credentials for the same server, so tag builds publish with no repo secret.

Verified by adding the extraheader locally and publishing v0.2.10 (all five
artifacts: Linux/Windows/macOS ports, NSIS installer, AppImage), then removing it.

Docs: RELEASING describes the four credential sources and warns that github.token is
not available here; MEMORY records both failed attempts and the final fix; TODO keeps
the "verify on the next tag" follow-up. Version 0.2.11.
2026-10-31 21:30:24 +01:00
zwitschi 6684d36739 Fix release publishing and add a CI token fallback
Full build / Import + headless tests (push) Successful in 26s
Full build / Full desktop build + optional release (push) Failing after 3m58s
Tag builds since v0.2.2 built all artifacts but never published a release:
- tools/publish_release.sh only assembled AUTH in the GITEA_TOKEN branch; the
  ~/.git-credentials branch set CRED and then used an unbound ${AUTH[@]} under
  `set -u`, so every API call failed and the job ended "could not create or find
  release". It now sets AUTH=(-u "$CRED").
- The repo has no GITEA_TOKEN secret and the runner has no git credentials, so the
  workflow now falls back to the built-in workflow token:
  GITEA_TOKEN: ${{ secrets.GITEA_TOKEN || github.token }}.

v0.2.9 was then built and published locally with all five artifacts (portable
Linux/Windows/macOS, NSIS installer, AppImage) and the release page verified via
the API. v0.2.4-v0.2.8 remain unpublished; they are superseded by the latest.

Docs
- docs/RELEASING.md records the incident and the local-publish fallback.
- TODO gains a release-pipeline follow-up (verify CI on the next tag).
- MEMORY notes the root cause, the missing secret, and which releases exist.
- Version 0.2.10.
2026-10-31 21:23:09 +01:00
zwitschi 0f076205af Fix NSIS installer build: absolute paths via defines, space-free installed exe, BMP ICO
Full build / Import + headless tests (push) Successful in 31s
Full build / Full desktop build + optional release (push) Successful in 3m44s
- makensis resolves relative -DICON/-DARTIFACT against the script directory,
  so CI now passes $PWD-based absolute paths (reproduced locally in the same
  ubuntu:24.04 container; installer builds, 7z shows step-line.exe +
  uninstall.exe)
- Install as step-line.exe (no spaces: NSIS /oname splits on whitespace)
- OutFile overridable via -DOUT
- tools/generate_textures.py icon.ico now produced via ImageMagick with
  classic BMP entries (NSIS-compatible); PIL PNG-compressed ICOs rejected by
  NSIS
2026-10-31 14:22:55 +01:00
zwitschi 8bc84c1f36 Harden installer icon + NSIS rebuild path
Full build / Full desktop build + optional release (push) Failing after 3m24s
Full build / Import + headless tests (push) Successful in 27s
- Regenerate icon.ico with classic BMP entries (16/32/48) — PNG-compressed
  ICO entries can fail NSIS' icon loader on some builds
- CI copies assets/textures/icon.ico onto the packaging path right before
  makensis, removing any stale/missing-copy failures
- Recreate v0.2.1 tag after this fix
2026-10-31 14:15:38 +01:00
zwitschi 418c30e334 Fix NSIS CI step: use -D defines (makensis on Linux rejects /D as scripts); AppStream metadata hardened (homepage, developer, lowercase id, filename match)
Full build / Import + headless tests (push) Successful in 30s
Full build / Full desktop build + optional release (push) Failing after 3m26s
- AppImage validation now passes appstreamcli --pedantic locally; builds with
  metainfo named net.stepline.game.appdata.xml + desktop in usr/share/applications
2026-10-31 14:10:04 +01:00
zwitschi 39a80f39f9 Bump to v0.2.1 (maintenance): CI now verifies the NSIS installer contents via 7z
Full build / Import + headless tests (push) Successful in 27s
Full build / Full desktop build + optional release (push) Failing after 3m10s
- Add a 'Verify Windows installer contents' step (7z l shows Step Line.exe +
  uninstall.exe) so the TODO verification items are proven by CI output
- Rebuild 0.2.1 binaries (embedded PCK) and AppImage locally; smoke clean;
  57/57 tests
2026-10-31 14:05:12 +01:00
zwitschi ba76c0febf Add Windows installer (NSIS) and Linux AppImage packaging; embed PCK in all exports
Full build / Import + headless tests (push) Successful in 17s
Full build / Full desktop build + optional release (push) Skipped
- 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
2026-10-31 13:46:54 +01:00
zwitschi 0b5cd772a5 Mitigate CI cache timeouts and wire venue door-staff dialogue
Full build / Import + headless tests (push) Successful in 33s
Full build / Full desktop build + optional release (push) Skipped
- Drop actions/cache@v4 from the checks job: the Gitea runner cannot reach
  GitHub's cache service (/twirp/...CacheService timeouts, ~2min retries);
  Godot import is fast enough without it. Add GODOT_SILENCE_ROOT_WARNING=1.
- Document the cache situation and re-enable path in docs/RELEASING.md
- VenueScenario.door_staff_line(context, rng): seeded-random venue lines
- GameManager logs id/ticket/wand-check, refusal, and prohibited-item lines
  from the venue scenario (Joke Shop flavor) during inspection/screening
- Test coverage: all Joke Shop contexts, unknown contexts, empty venues,
  deterministic seeded picks (54 tests pass)
2026-10-31 13:13:25 +01:00
zwitschi a3768c2ce4 Remove dialogue tone-of-voice system, add Gitea Actions full build, add venue cycling
Full build / Import + headless tests (push) Successful in 2m25s
Full build / Full desktop build + optional release (push) Skipped
- Delete Rules.Tone/TONE_NAMES, NpcProfile.tone_modifiers, tone params on
  NPCController.roll_reaction/apply_player_action; dialogue_lines flattened
  to Array[String]; HUD tone label, T binding, and hud.tone_prefix removed
- Docs updated everywhere (PLAN, README, DONE, MEMORY); PLAN section heading
  'Tone and Design Direction' -> 'Design Direction'
- Add .gitea/workflows/build.yml: checks job (import+tests) on push/PR; full
  build job (export templates, Linux/Windows/macOS exports, artifact upload,
  and tag-based Gitea release publish via GITEA_TOKEN) on tags/dispatch
- Remove old .github/workflows/ci.yml to avoid double runs
- Add venue cycling (V) across all three scenarios with hud.venue_switched
- Refresh README screenshots to match the new HUD
- 53/53 tests pass, boot smoke clean
2026-10-31 13:08:20 +01:00