From fbc2b9247a3c5caa5070c499e102f361eafe1188 Mon Sep 17 00:00:00 2001 From: Vaillant Jeremy Date: Sun, 17 May 2026 19:39:42 +0200 Subject: [PATCH] ci: comment macOS, empty Windows icon path, fix Android keystore preset MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Three follow-ups from run #12: - export-desktop: comment out the macOS matrix entry. The preset is still missing in export_presets.cfg; the entry can be uncommented once the macOS preset is added in the Godot editor. - export Windows: `application/icon` referenced res://releases/windows/project.ico, which has never been in the repo (releases/windows/ holds only .keep). Godot rejected the export with "Invalid icon path". Cleared the field in both WindowsDebug and WindowsTesting presets — Godot falls back to its built-in icon. - export-android: Godot validation requires all three of keystore/debug{,_user,_password} to be set together (or all empty). The keystore step only patched keystore/debug and left the other two empty, triggering "Either Debug Keystore, Debug User AND Debug Password must be configured OR none of them". Patch all three now. Co-Authored-By: Claude Opus 4.7 (1M context) --- .gitea/workflows/build.yml | 19 ++++++++++++------- export_presets.cfg | 4 ++-- 2 files changed, 14 insertions(+), 9 deletions(-) diff --git a/.gitea/workflows/build.yml b/.gitea/workflows/build.yml index 3cf1e0f..ff26ec2 100644 --- a/.gitea/workflows/build.yml +++ b/.gitea/workflows/build.yml @@ -59,9 +59,10 @@ jobs: run: gdlint scripts db scenes # --------------------------------------------------------------------------- - # 3. Desktop exports (Windows / Linux / macOS) — runs in parallel. - # macOS preset must be added in the Godot editor before this matrix entry - # can succeed (export_presets.cfg currently has none). + # 3. Desktop exports — runs in parallel. + # macOS is commented out until a preset is added in the Godot editor + # (export_presets.cfg has none today). Restore the entry once the preset + # exists; the matrix is otherwise ready to take it. # --------------------------------------------------------------------------- export-desktop: name: Export ${{ matrix.platform }} @@ -79,10 +80,10 @@ jobs: preset: Linux/X11Debug output: releases/linux/Puzzle-Quest.x86_64 artifact_path: releases/linux - - platform: macOS - preset: macOS - output: releases/macos/Puzzle-Quest.zip - artifact_path: releases/macos + # - platform: macOS + # preset: macOS + # output: releases/macos/Puzzle-Quest.zip + # artifact_path: releases/macos steps: - uses: actions/checkout@v4 @@ -157,7 +158,11 @@ jobs: -keystore /tmp/debug.keystore -storepass android \ -dname "CN=Android Debug,O=Android,C=US" -validity 9999 fi + # Godot rejects exports unless all three keystore/debug{,_user,_password} + # are set together (or all three empty) — patch every one. sed -i 's@keystore/debug=".*"@keystore/debug="/tmp/debug.keystore"@g' export_presets.cfg + sed -i 's@keystore/debug_user=".*"@keystore/debug_user="androiddebugkey"@g' export_presets.cfg + sed -i 's@keystore/debug_password=".*"@keystore/debug_password="android"@g' export_presets.cfg - name: Write Godot editor settings (Android SDK / JDK paths) run: | diff --git a/export_presets.cfg b/export_presets.cfg index 0cbd70e..d13ec20 100644 --- a/export_presets.cfg +++ b/export_presets.cfg @@ -230,7 +230,7 @@ codesign/timestamp_server_url="" codesign/digest_algorithm=1 codesign/description="" codesign/custom_options=PoolStringArray( ) -application/icon="res://releases/windows/project.ico" +application/icon="" application/file_version="" application/product_version="" application/company_name="" @@ -296,7 +296,7 @@ codesign/timestamp_server_url="" codesign/digest_algorithm=1 codesign/description="" codesign/custom_options=PoolStringArray( ) -application/icon="res://releases/windows/project.ico" +application/icon="" application/file_version="" application/product_version="" application/company_name=""