fix(android): enable ETC2/ASTC import + use versioned editor settings
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Two fixes that finally land the Android export. Verified locally
with godot 4.6.2-arch + downloaded 4.6 templates + Android SDK.
- project.godot: add
rendering/textures/vram_compression/import_etc2_astc=true.
Without it Godot refuses the Android export with "La plateforme
cible nécessite une compression de texture « ETC2/ASTC »". In
headless mode this surfaces as an *empty* configuration-errors
block, which is what kept us stuck in CI.
- workflow: write Godot editor settings to
editor_settings-${GODOT_VERSION}.tres (i.e. -4.6.tres on 4.6),
not -4.tres. Godot 4.5+ uses a minor-version-suffixed settings
file; the major-only name is ignored by 4.6, so our injected
android_sdk_path / java_sdk_path / debug_keystore never reached
the export plugin.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -167,7 +167,9 @@ jobs:
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- name: Write Godot editor settings (Android SDK / JDK paths)
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- name: Write Godot editor settings (Android SDK / JDK paths)
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run: |
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run: |
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mkdir -p ~/.config/godot
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mkdir -p ~/.config/godot
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cat > ~/.config/godot/editor_settings-4.tres <<EOF
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# Godot 4.5+ uses a minor-version-suffixed settings file
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# (editor_settings-4.6.tres for 4.6), not the major-only -4.tres.
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cat > ~/.config/godot/editor_settings-${GODOT_VERSION}.tres <<EOF
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[gd_resource type="EditorSettings" format=3]
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[gd_resource type="EditorSettings" format=3]
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[resource]
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[resource]
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export/android/android_sdk_path = "${ANDROID_HOME}"
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export/android/android_sdk_path = "${ANDROID_HOME}"
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@@ -67,4 +67,5 @@ locale/translations=PackedStringArray("res://locales/fr.po", "res://locales/en.p
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[rendering]
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[rendering]
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textures/vram_compression/import_etc2_astc=true
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environment/defaults/default_environment="res://default_env.tres"
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environment/defaults/default_environment="res://default_env.tres"
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