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Add Geodot to Godot's Asset Library #36

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kb173 opened this issue Jan 25, 2021 · 5 comments
Open
4 tasks

Add Geodot to Godot's Asset Library #36

kb173 opened this issue Jan 25, 2021 · 5 comments
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build-release Related to the build and release pipeline. enhancement New feature or request

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@kb173
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kb173 commented Jan 25, 2021

Instructions are available here: https://docs.godotengine.org/en/latest/community/asset_library/submitting_to_assetlib.html

A .gitattributes file with export-ignore attributes like in https://github.com/aaronfranke/godot-measuring-tape/blob/master/.gitattributes should be added to ignore all the source files, as they are not relevant for using the pre-built addon.

We'll probably want to restructure the demo Godot project folders so that they are in the root directory. Maybe we should move the SConstruct script and the godot-cpp link into the src folder to keep all building-related stuff in there.

To do

@kb173 kb173 added the enhancement New feature or request label Jan 25, 2021
@kb173 kb173 self-assigned this Jan 25, 2021
@clemens-tolboom
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@kb173
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kb173 commented Jan 27, 2021

Since we have build artifacts for Linux now (#41), I wonder if it'd make sense to upload these to a separate repository and use that for the asset library? https://github.com/cpina/github-action-push-to-another-repository

@clemens-tolboom
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I think it's enough to have the correct structure in this repo.

addons/geodot/gdnative/**
addons/geodot/demo/**
cpp/
.gitattributes (excluding all but addons)

Each release is a developer decision/testing/tagging which is still manual for the AssetLib is it?

(my2cents)

@clemens-tolboom
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With this setup we can add test scenes into the root and maybe use Godot testing with https://github.com/bitwes/Gut ?

@kb173 kb173 added the build-release Related to the build and release pipeline. label Jan 28, 2021
@clemens-tolboom
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clemens-tolboom commented Jan 29, 2021

Comment move to Mac specific #51 (comment)

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