mirror of
https://github.com/Relintai/broken_seals_2d.git
synced 2024-11-11 20:35:10 +01:00
Added in my utility shell scripts from broken seals.
This commit is contained in:
parent
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22
export_all.sh
Executable file
22
export_all.sh
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#!/bin/bash
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set -e
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project_root=$(pwd)
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rm -Rf ./export
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mkdir export
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mkdir export/broken_seals_android_release
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mkdir export/broken_seals_android_debug
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mkdir export/broken_seals_linux
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mkdir export/broken_seals_windows
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mkdir export/broken_seals_javascript
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./engine/bin/godot.x11.opt.tools.64 --path ./game/ --export-debug Android-Release ${project_root}/export/broken_seals_android_release/broken_seals.apk
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./engine/bin/godot.x11.opt.tools.64 --path ./game/ --export-debug Android ${project_root}/export/broken_seals_android_debug/broken_seals_debug.apk
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./engine/bin/godot.x11.opt.tools.64 --path ./game/ --export Linux/X11 ${project_root}/export/broken_seals_linux/broken_seals_x11
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./engine/bin/godot.x11.opt.tools.64 --path ./game/ --export "Windows Desktop" ${project_root}/export/broken_seals_windows/broken_seals.exe
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./engine/bin/godot.x11.opt.tools.64 --path ./game/ --export HTML5 ${project_root}/export/broken_seals_javascript/broken_seals.html
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cp ./engine/bin/godot.windows.opt.tools.64.exe ${project_root}/export/godot.bs.windows.opt.tools.64.exe
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cp ./engine/bin/godot.x11.opt.tools.64 ${project_root}/export/godot.bs.x11.opt.tools.64
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ged.sh
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ged.sh
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#!/bin/bash
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cp -u ./engine/bin/godot.x11.opt.tools.64 ./engine/bin/run.godot.x11.opt.tools.64
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export LD_LIBRARY_PATH=`pwd`/engine/bin/
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./engine/bin/run.godot.x11.opt.tools.64 -v -e --path ./game/
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make_release.sh
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make_release.sh
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#!/bin/bash
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set -e
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project_root=$(pwd)
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rm -Rf ./release
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mkdir release
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cd export
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rm -Rf broken_seals_full_source
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rm -Rf broken_seals_game_source
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mkdir broken_seals_full_source
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mkdir broken_seals_game_source
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python ../tools/copy_repos.py ../ ./broken_seals_full_source
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python ../tools/copy_repos.py ../game/ ./broken_seals_game_source
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zip ../release/broken_seals_android_debug.zip ./broken_seals_android_debug/*
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zip ../release/broken_seals_android_release.zip ./broken_seals_android_release/*
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zip ../release/broken_seals_javascript.zip ./broken_seals_javascript/*
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zip ../release/broken_seals_linux.zip ./broken_seals_linux/*
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zip ../release/broken_seals_windows.zip ./broken_seals_windows/*
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zip ../release/editor_windows.zip ./godot.bs.windows.opt.tools.64.exe
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zip ../release/editor_linux.zip ./godot.bs.x11.opt.tools.64
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zip -r ../release/broken_seals_full_source.zip ./broken_seals_full_source/*
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zip -r ../release/broken_seals_game_source.zip ./broken_seals_game_source/*
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cd ..
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play.sh
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play.sh
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#!/bin/bash
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cp -u ./engine/bin/godot.x11.opt.tools.64 ./engine/bin/run.godot.x11.opt.tools.64
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export LD_LIBRARY_PATH=`pwd`/engine/bin/
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./engine/bin/run.godot.x11.opt.tools.64 -v --path ./game/
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podman_build_all.sh
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podman_build_all.sh
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#!/bin/bash
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set -e
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podman=`which podman || true`
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if [ -z $podman ]; then
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echo "podman needs to be in PATH for this script to work."
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exit 1
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fi
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project_root=$(pwd)/
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img_version=bs
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mkdir -p logs
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$podman run -v ${project_root}:/root/project -w /root/project godot-windows:${img_version} scons bew -j4 . 2>&1 | tee logs/bew.log
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$podman run -v ${project_root}:/root/project -w /root/project godot-windows:${img_version} scons bewd -j4 . 2>&1 | tee logs/bewd.log
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$podman run -v ${project_root}:/root/project -w /root/project godot-windows:${img_version} scons bw -j4 . 2>&1 | tee logs/bw.log
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$podman run -v ${project_root}:/root/project -w /root/project godot-windows:${img_version} scons bwr -j4 . 2>&1 | tee logs/bwr.log
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$podman run -v ${project_root}:/root/project -w /root/project godot-linux:${img_version} scons bel -j4 . 2>&1 | tee logs/bel.log
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$podman run -v ${project_root}:/root/project -w /root/project godot-linux:${img_version} scons beld -j4 . 2>&1 | tee logs/beld.log
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$podman run -v ${project_root}:/root/project -w /root/project godot-linux:${img_version} scons bl -j4 . 2>&1 | tee logs/bl.log
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$podman run -v ${project_root}:/root/project -w /root/project godot-linux:${img_version} scons blr -j4 . 2>&1 | tee logs/blr.log
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$podman run -v ${project_root}:/root/project -w /root/project godot-javascript:${img_version} scons bj -j4 . 2>&1 | tee logs/bj.log
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$podman run -v ${project_root}:/root/project -w /root/project godot-javascript:${img_version} scons bjr -j4 . 2>&1 | tee logs/bjr.log
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$podman run -v ${project_root}:/root/project -w /root/project godot-android:${img_version} scons ba -j4 . 2>&1 | tee logs/ba.log
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$podman run -v ${project_root}:/root/project -w /root/project godot-android:${img_version} scons bar -j4 . 2>&1 | tee logs/bar.log
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# $podman run -v ${project_root}:/root/project -i -w /root/project -t godot-windows:${img_version} scons bew -j4
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