Embed the .pck into the exported binary instead of a separate file
export_presets.cfg had binary_format/embed_pck=false on both presets, so every export produced two files (agp-game.exe + agp-game.pck) that have to stay together and correctly named or Godot refuses to start: "Couldn't load project data ... Is the .pck missing?" -- hit for real running a downloaded PC1 playtest exe today (only the .exe got copied over, not the .pck). Verified both platforms now produce a single self-contained binary: Windows PE32+ (104,580,904 bytes, no separate .pck) and Linux ELF64 (71,140,152 bytes, no separate .pck). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -21,7 +21,7 @@ script_export_mode=2
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custom_template/debug=""
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custom_template/release=""
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debug/export_console_wrapper=1
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binary_format/embed_pck=false
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binary_format/embed_pck=true
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texture_format/bptc=true
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texture_format/s3tc=true
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texture_format/etc=false
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@@ -52,7 +52,7 @@ script_export_mode=2
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custom_template/debug=""
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custom_template/release=""
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debug/export_console_wrapper=1
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binary_format/embed_pck=false
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binary_format/embed_pck=true
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texture_format/bptc=true
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texture_format/s3tc=true
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texture_format/etc=false
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