Files
security-game/docs/RELEASING.md
T
zwitschi ba76c0febf
Full build / Import + headless tests (push) Successful in 17s
Full build / Full desktop build + optional release (push) Skipped
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
2026-10-31 13:46:54 +01:00

5.0 KiB

Releasing Step Line

This guide describes how to produce downloadable executables and publish them so the README "Downloads" links always point at the latest release.

1. Install export templates

Godot needs platform export templates to build standalone binaries. The first time you export, either:

  • Open the editor and use Editor → Manage Export Templates (downloads the matching templates), or
  • Install them manually from the Godot downloads page by placing the Godot_v4.3-stable_export_templates.tpz contents into ~/.local/share/godot/export_templates/4.3.stable/.

Verify with:

godot --headless --export-release "Linux" build/step-line-smoke.x86_64

2. Bump the version

project.godot sets config/version. Keep it in sync with the release tag (e.g. v0.3.0 → config/version="0.3.0", plus a git tag v0.3.0).

3. CI (Gitea Actions)

The repository ships a Gitea Actions workflow (.gitea/workflows/build.yml):

  • Every push/PR runs the checks job: Godot 4.3 install, project import, and the full headless test suite. This is the fast safety net.
  • Tags (v*) and manual workflow_dispatch runs additionally execute the build job: export templates install, import, tools/build_releases.sh for Linux/Windows/macOS, artifact upload, and — on tags — release publication via tools/publish_release.sh.

For tag builds, set a repo secret named GITEA_TOKEN (write:repository scope). Without it the workflow still builds and tests, but the release publish step fails.

No actions/cache for now: the runner has no local actions-cache service, so actions/cache times out against GitHub's cache API. We dropped it (Godot import is only ~4s). If a host admin later enables Gitea [cache.actions] with a cache server, the step can be reintroduced.

The workflow lives in .gitea/workflows/ (Gitea's canonical path). The old .github/workflows/ci.yml was removed to avoid double runs on hosts that scan both directories.

4. Local build (alternative to CI)

godot --headless --path . --script res://src/test/test_runner.gd   # all tests
godot --headless --path . --quit-after 120                        # boot smoke test
./tools/build_releases.sh

Artifacts are written to build/ (all exports embed the PCK — single files):

  • build/step-line-linux-<version>.x86_64
  • build/step-line-windows-<version>.exe
  • build/step-line-macos-<version>.zip

When run in CI (tags/dispatch), the build job also packages:

  • build/step-line-setup-<version>.exe — Windows installer (NSIS, incl. shortcuts + uninstaller; apt nsis on the runner)
  • build/step-line-<version>-x86_64.AppImage — Linux AppImage (packaging/linux/build_appimage.sh, appimagetool via APPIMAGE_EXTRACT_AND_RUN)

Locally you can build the AppImage with bash packaging/linux/build_appimage.sh <version>; the NSIS installer requires makensis (covered by CI).

macOS builds are unsigned and will need xattr -dr com.apple.quarantine guidance or notarization for production releases.

5. Publish on the repository host (Gitea/Forgejo)

The repository lives at https://git.allucanget.biz/zwitschi/security-game.

Preferred path — use the helper script with a token:

GITEA_TOKEN=your_api_token ./tools/publish_release.sh 0.1.0

The script creates the release from project.godot's config/version, uploads all three build/ artifacts, and prints the release URL. The token needs only write:repository scope on the Gitea host.

Manual alternative:

Via the web UI

  1. Create a New Release with tag v<version>.
  2. Attach all three build/ artifacts.
  3. Write release notes (see checklist below).

Via the API

TOKEN="your_api_token"
REPO="zwitschi/security-game"
VERSION="0.3.0"
API="https://git.allucanget.biz/api/v1/repos/$REPO/releases"

# Create the release
RELEASE_JSON=$(curl -s -X POST "$API" \
  -H "Authorization: token $TOKEN" \
  -H "Content-Type: application/json" \
  -d "{\"tag_name\":\"v$VERSION\",\"name\":\"v$VERSION\",\"body\":\"Playable prototype release.\"}")

RELEASE_ID=$(echo "$RELEASE_JSON" | python3 -c "import sys,json;print(json.load(sys.stdin)['id'])")

for f in build/step-line-*"$VERSION"*; do
  curl -s -X POST "$API/$RELEASE_ID/assets" \
    -H "Authorization: token $TOKEN" \
    -F "attachment=@$f"
done

6. Update the README

The Downloads section links to the host releases page (https://git.allucanget.biz/zwitschi/security-game/releases), so no README edit is needed when the page follows the naming pattern. If artifact names change, update tools/build_releases.sh first.

Release notes checklist

  • All headless tests pass (exit code 0).
  • Game boots cleanly in a smoke test.
  • Controls documented in README.md match the build.
  • Version in project.godot matches the tag.
  • Export templates used are the official ones for the pinned engine.
  • Artifacts uploaded; README downloads page shows them.