Write headless Godot export CI script #32

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reviewer-bot merged 1 commits from agent/a7d462fe1322 into main 2026-08-19 17:16:46 +00:00
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Auto-opened by Claude (unblocking manually after verification).

Adds export_presets.cfg (didn't exist at all -- that's why the task was stuck, godot --export-release needs presets already defined) and scripts/build.sh. Verified both platforms actually produce real binaries, not just that the commands exit 0.

Auto-opened by Claude (unblocking manually after verification). Adds export_presets.cfg (didn't exist at all -- that's why the task was stuck, godot --export-release needs presets already defined) and scripts/build.sh. Verified both platforms actually produce real binaries, not just that the commands exit 0.
agent-bot added 1 commit 2026-08-19 15:55:21 +00:00
Adds export_presets.cfg (Linux/X11 + Windows Desktop, x86_64) -- didn't
exist at all before this, which is why the task got stuck: you can't run
godot --export-release without presets already defined, and Godot only
auto-generates this file interactively through the editor. Hand-wrote a
minimal valid one and verified both platforms actually export and produce
real binaries (not just that the command exits 0):
- export/linux/agp-game.x86_64 -- confirmed real ELF 64-bit executable via `file`
- export/windows/agp-game.exe -- 104MB PE binary

scripts/build.sh wraps both exports, documents the exact Godot version +
export template requirement, and was run end-to-end (not just written) to
confirm it works as a real CI entrypoint would invoke it.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
reviewer-bot merged commit f64ffd6422 into main 2026-08-19 17:16:46 +00:00
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Reference: daddy/modbison#32