Auto-release playtest builds when game changes land on main #72

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opened 2026-10-05 17:18:36 -04:00 by Nimby · 0 comments
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Today an applied editor change only reaches players after a manual export + playtest-X.Y.Z release. Automate it with Forgejo Actions:

  • Workflow on push to main (runtime paths only: scenes, scripts, assets, project.godot, export preset) + manual dispatch.
  • Import, headless smoke boot of both areas + menu, Windows export, then publish a prerelease playtest-<next patch> with ProjectAwry-windows-x86_64.exe (the launcher's contract). Idempotent re-runs, and no half-published releases.
  • CI image (Godot 4.7.2 + only the Windows template) and a forgejo-runner compose for optibcc.
Today an applied editor change only reaches players after a manual export + `playtest-X.Y.Z` release. Automate it with Forgejo Actions: - Workflow on push to `main` (runtime paths only: scenes, scripts, assets, project.godot, export preset) + manual dispatch. - Import, headless smoke boot of both areas + menu, Windows export, then publish a prerelease `playtest-<next patch>` with `ProjectAwry-windows-x86_64.exe` (the launcher's contract). Idempotent re-runs, and no half-published releases. - CI image (Godot 4.7.2 + only the Windows template) and a forgejo-runner compose for optibcc.
Nimby self-assigned this 2026-10-05 17:18:36 -04:00
Nimby closed this issue 2026-10-05 17:23:27 -04:00
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scruffydude/project-awry#72
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