[aur-general] PKGBUILD review
Couldn't figure out how to reply from digest (turned that off now) so I guess I'm starting a new thread. I've completely overhauled the PKGBUILD taking in critiques that I've received and some things I've learned on my own. As before, you can view the PKGBUILD at https://github.com/godofgrunts/arch-PKGBUILDs/blob/master/godot-export # Maintainer: Ryan Whited <dergottdergrunten at gmail dot com> @god_of_grunts pkgname=godot-export _rname=godot pkgver=1.1 pkgrel=1 pkgdesc="Export templates for the stable release of the Godot engine 1.1" url="http://www.godotengine.org" license=('MIT') arch=('i686' 'x86_64') makedepends=('scons' 'mingw-w64-binutils' 'mingw-w64-crt' 'mingw-w64-gcc' 'mingw-w64-headers' 'mingw-w64-headers-bootstrap' 'mingw-w64-winpthreads' 'upx') #'emscripten' depends=('glu' 'libxcursor' 'alsa-lib' 'freetype2' 'mesa') optdepends=('godot: Cannot export without it') conflicts=('godot-export-git' 'godot-git') install=$pkgname.install _arch='' if test "$CARCH" == x86_64; then _arch=('64') else _arch=('32') fi source=("https://github.com/godotengine/godot/archive/${pkgver}-stable.tar.gz") md5sums=('87eb2fc3518ce7a27957fada1ba003e9') build() { export MINGW64_PREFIX="x86_64-w64-mingw32-" export MINGW32_PREFIX="i686-w64-mingw32-" #export EMSCRIPTEN_ROOT=/usr/lib/emscripten cores=$(nproc) cd "${srcdir}"/${_rname}-${pkgver}-stable #linux if test _arch == '32'; then scons -j $cores platform=x11 tools=no target=release bits=32 #linux_x11_32_release scons -j $cores platform=x11 tools=no target=release_debug bits=32 #linux_x11_32_debug else scons -j $cores platform=x11 tools=no target=release bits=64 #linux_x11_64_release scons -j $cores platform=x11 tools=no target=release_debug bits=64 #linux_x11_64_debug fi #linux-server if test _arch == '32'; then scons -j $cores platform=server target=release_debug tools=no bits=32 else scons -j $cores platform=server target=release_debug tools=no bits=64 fi #Windows export MINGW32_PREFIX="i686-w64-mingw32-" export MINGW64_PREFIX="x86_64-w64-mingw32-" scons -j $cores platform=windows tools=no target=release bits=32 #windows_32_release.exe scons -j $cores platform=windows tools=no target=release_debug bits=32 #windows_32_debug.exe scons -j $cores platform=windows tools=no target=release bits=64 #windows_64_release.exe scons -j $cores platform=windows tools=no target=release_debug bits=64 #windows_64_debug.exe #OS X #I'll put code here when https://github.com/godotengine/godot/wiki/compiling_osx is updated #Android #Probably should do this yourself, I'm not about to mess with your Android SDK #https://github.com/godotengine/godot/wiki/export_android #WinRT #Can't do this on Linux sorry #Blackberry 10 #Currently disabled by Godot #HTML5 #Currently broken per https://github.com/godotengine/godot/issues/3510 #scons -j $cores platform=javascript tools=no target=release #scons -j $cores platform=javascript tools=no target=release_debug } package() { install -D -m644 "${srcdir}"/${_rname}-${pkgver}-stable/LICENSE.md "${pkgdir}/usr/share/licenses/${_rname}/LICENSE" #Linux if test _arch == '32'; then install -D -m755 "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.x11.opt.32 ${pkgdir}/usr/lib/godot/linux_x11_32_release install -D -m755 "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.x11.opt.debug.32 ${pkgdir}/usr/lib/godot/linux_x11_32_debug upx ${pkgdir}/usr/lib/godot/linux_x11_32_release upx ${pkgdir}/usr/lib/godot/linux_x11_32_debug else install -D -m755 "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.x11.opt.64 ${pkgdir}/usr/lib/godot/linux_x11_64_release install -D -m755 "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.x11.opt.debug.64 ${pkgdir}/usr/lib/godot/linux_x11_64_debug upx ${pkgdir}/usr/lib/godot/linux_x11_64_release upx ${pkgdir}/usr/lib/godot/linux_x11_64_debug fi #Linux Server if test _arch == '32'; then install -D -m755 "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot_server.server.opt.debug.32 ${pkgdir}/usr/lib/godot/linux_server_32 upx ${pkgdir}/usr/lib/godot/linux_server_32 else install -D -m755 "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot_server.server.opt.debug.64 ${pkgdir}/usr/lib/godot/linux_server_64 upx ${pkgdir}/usr/lib/godot/linux_server_64 fi #Windows install -D -m755 "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.windows.opt.64.exe ${pkgdir}/usr/lib/godot/windows_64_release.exe install -D -m755 "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.windows.opt.debug.64.exe ${pkgdir}/usr/lib/godot/windows_64_debug.exe install -D -m755 "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.windows.opt.32.exe ${pkgdir}/usr/lib/godot/windows_32_release.exe install -D -m755 "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.windows.opt.debug.32.exe ${pkgdir}/usr/lib/godot/windows_32_debug.exe upx ${pkgdir}/usr/lib/godot/windows_32_debug.exe upx ${pkgdir}/usr/lib/godot/windows_32_release.exe x86_64-w64-mingw32-strip ${pkgdir}/usr/lib/godot/windows_64_release.exe x86_64-w64-mingw32-strip ${pkgdir}/usr/lib/godot/windows_64_debug.exe #HTML5 #cp "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.javascript.opt.html "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.html #cp "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.javascript.opt.js "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.js #cp "${srcdir}"/${_rname}-${pkgver}-stable/tools/html_fs/filesystem.js "${srcdir}"/${_rname}-${pkgver}-stable/bin/filesystem.js #zip ${pkgdir}/usr/lib/godot/javascript_release.zip "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.html "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.js "${srcdir}"/${_rname}-${pkgver}-stable/bin/filesystem.js #cp "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.javascript.opt.debug.html "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.html #cp "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.javascript.opt.debug.js "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.js #zip ${pkgdir}/usr/lib/godot/javascript_debug.zip "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.html "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.js "${srcdir}"/${_rname}-${pkgver}-stable/bin/filesystem.js } -- Thank you, Ryan Whited
You've still got references to OS X and windows installs Also instead of if test _arch == '32'; then scons -j $cores platform=server target=release_debug tools=no bits=32 else scons -j $cores platform=server target=release_debug tools=no bits=64 fi you can just do scons -j $cores platform=server target=release_debug tools=no bits=$_arch You're setting _arch in 3 places even though it can only have 2 values; it's also in an array for no apparent reason, you can shorten it to _arch=32 [[ $CARCH == x86_64 ]] && _arch=64 Or some such variation. The same goes in the install, you have a bunch of 'if _arch == 32' and then using 32 twice in a string; just substitute that with the variable. Regards, Justin
mingw-w64-gcc is the only mingw-w64 package you want to makedepend on, maybe consider to depend on mingw-w64-crt.
From: justin@dray.be Date: Fri, 5 Feb 2016 06:30:32 +0000 To: aur-general@archlinux.org Subject: Re: [aur-general] PKGBUILD review
You've still got references to OS X and windows installs
Also instead of
if test _arch == '32'; then scons -j $cores platform=server target=release_debug tools=no bits=32 else scons -j $cores platform=server target=release_debug tools=no bits=64 fi
you can just do
scons -j $cores platform=server target=release_debug tools=no bits=$_arch
You're setting _arch in 3 places even though it can only have 2 values; it's also in an array for no apparent reason, you can shorten it to _arch=32 [[ $CARCH == x86_64 ]] && _arch=64
Or some such variation.
The same goes in the install, you have a bunch of 'if _arch == 32' and then using 32 twice in a string; just substitute that with the variable.
Regards, Justin
This is actually compiling export templates. After making your game, you export to your desired platform. To that, you have to use these templates in the export menu. If you want to export to Windows, you have to build that template. I completely forgot about the _Arch comment from the last time I submitted. I'll fix that. On Feb 5, 2016 1:30 AM, "Justin Dray" <justin@dray.be> wrote:
You've still got references to OS X and windows installs
Also instead of
if test _arch == '32'; then scons -j $cores platform=server target=release_debug tools=no bits=32 else scons -j $cores platform=server target=release_debug tools=no bits=64 fi
you can just do
scons -j $cores platform=server target=release_debug tools=no bits=$_arch
You're setting _arch in 3 places even though it can only have 2 values; it's also in an array for no apparent reason, you can shorten it to _arch=32 [[ $CARCH == x86_64 ]] && _arch=64
Or some such variation.
The same goes in the install, you have a bunch of 'if _arch == 32' and then using 32 twice in a string; just substitute that with the variable.
Regards, Justin
Can you explain further what this PKGBUILD is for and what it accomplishes? Also how does this differ from the godot package. I'm having a really hard time understanding what this actually does. That said, you should also remove any parts that do not apply to Arch Linux. This means any Windows parts, any Android parts, any Windows parts, etc. Mark Weiman On Fri, 2016-02-05 at 00:33 -0500, Ryan Whited wrote:
Couldn't figure out how to reply from digest (turned that off now) so I guess I'm starting a new thread. I've completely overhauled the PKGBUILD taking in critiques that I've received and some things I've learned on my own.
As before, you can view the PKGBUILD at https://github.com/godofgrunts/arch-PKGBUILDs/blob/master/godot-expor t
# Maintainer: Ryan Whited <dergottdergrunten at gmail dot com> @god_of_grunts
pkgname=godot-export _rname=godot pkgver=1.1 pkgrel=1 pkgdesc="Export templates for the stable release of the Godot engine 1.1" url="http://www.godotengine.org" license=('MIT') arch=('i686' 'x86_64') makedepends=('scons' 'mingw-w64-binutils' 'mingw-w64-crt' 'mingw-w64-gcc' 'mingw-w64-headers' 'mingw-w64-headers-bootstrap' 'mingw-w64-winpthreads' 'upx') #'emscripten' depends=('glu' 'libxcursor' 'alsa-lib' 'freetype2' 'mesa') optdepends=('godot: Cannot export without it') conflicts=('godot-export-git' 'godot-git') install=$pkgname.install _arch='' if test "$CARCH" == x86_64; then _arch=('64') else _arch=('32') fi
source=("https://github.com/godotengine/godot/archive/${pkgver}-stabl e.tar.gz") md5sums=('87eb2fc3518ce7a27957fada1ba003e9')
build() { export MINGW64_PREFIX="x86_64-w64-mingw32-" export MINGW32_PREFIX="i686-w64-mingw32-" #export EMSCRIPTEN_ROOT=/usr/lib/emscripten cores=$(nproc)
cd "${srcdir}"/${_rname}-${pkgver}-stable
#linux if test _arch == '32'; then scons -j $cores platform=x11 tools=no target=release bits=32 #linux_x11_32_release scons -j $cores platform=x11 tools=no target=release_debug bits=32 #linux_x11_32_debug else scons -j $cores platform=x11 tools=no target=release bits=64 #linux_x11_64_release scons -j $cores platform=x11 tools=no target=release_debug bits=64 #linux_x11_64_debug fi
#linux-server if test _arch == '32'; then scons -j $cores platform=server target=release_debug tools=no bits=32 else scons -j $cores platform=server target=release_debug tools=no bits=64 fi
#Windows export MINGW32_PREFIX="i686-w64-mingw32-" export MINGW64_PREFIX="x86_64-w64-mingw32-"
scons -j $cores platform=windows tools=no target=release bits=32 #windows_32_release.exe scons -j $cores platform=windows tools=no target=release_debug bits=32 #windows_32_debug.exe scons -j $cores platform=windows tools=no target=release bits=64 #windows_64_release.exe scons -j $cores platform=windows tools=no target=release_debug bits=64 #windows_64_debug.exe
#OS X #I'll put code here when https://github.com/godotengine/godot/wiki/compiling_osx is updated
#Android #Probably should do this yourself, I'm not about to mess with your Android SDK #https://github.com/godotengine/godot/wiki/export_android
#WinRT #Can't do this on Linux sorry
#Blackberry 10 #Currently disabled by Godot
#HTML5 #Currently broken per https://github.com/godotengine/godot/issues /3510 #scons -j $cores platform=javascript tools=no target=release #scons -j $cores platform=javascript tools=no target=release_debug
}
package() {
install -D -m644 "${srcdir}"/${_rname}-${pkgver}- stable/LICENSE.md "${pkgdir}/usr/share/licenses/${_rname}/LICENSE"
#Linux if test _arch == '32'; then install -D -m755 "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.x11.opt.32 ${pkgdir}/usr/lib/godot/linux_x11_32_release install -D -m755 "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.x11.opt.debug.32 ${pkgdir}/usr/lib/godot/linux_x11_32_debug upx ${pkgdir}/usr/lib/godot/linux_x11_32_release upx ${pkgdir}/usr/lib/godot/linux_x11_32_debug else install -D -m755 "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.x11.opt.64 ${pkgdir}/usr/lib/godot/linux_x11_64_release install -D -m755 "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.x11.opt.debug.64 ${pkgdir}/usr/lib/godot/linux_x11_64_debug upx ${pkgdir}/usr/lib/godot/linux_x11_64_release upx ${pkgdir}/usr/lib/godot/linux_x11_64_debug fi
#Linux Server if test _arch == '32'; then install -D -m755 "${srcdir}"/${_rname}-${pkgver}- stable/bin/godot_server.server.opt.debug.32 ${pkgdir}/usr/lib/godot/linux_server_32 upx ${pkgdir}/usr/lib/godot/linux_server_32 else install -D -m755 "${srcdir}"/${_rname}-${pkgver}- stable/bin/godot_server.server.opt.debug.64 ${pkgdir}/usr/lib/godot/linux_server_64 upx ${pkgdir}/usr/lib/godot/linux_server_64 fi
#Windows install -D -m755 "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.windows.opt.64.exe ${pkgdir}/usr/lib/godot/windows_64_release.exe install -D -m755 "${srcdir}"/${_rname}-${pkgver}- stable/bin/godot.windows.opt.debug.64.exe ${pkgdir}/usr/lib/godot/windows_64_debug.exe install -D -m755 "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.windows.opt.32.exe ${pkgdir}/usr/lib/godot/windows_32_release.exe install -D -m755 "${srcdir}"/${_rname}-${pkgver}- stable/bin/godot.windows.opt.debug.32.exe ${pkgdir}/usr/lib/godot/windows_32_debug.exe upx ${pkgdir}/usr/lib/godot/windows_32_debug.exe upx ${pkgdir}/usr/lib/godot/windows_32_release.exe x86_64-w64-mingw32-strip ${pkgdir}/usr/lib/godot/windows_64_release.exe x86_64-w64-mingw32-strip ${pkgdir}/usr/lib/godot/windows_64_debug.exe
#HTML5 #cp "${srcdir}"/${_rname}-${pkgver}- stable/bin/godot.javascript.opt.html "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.html #cp "${srcdir}"/${_rname}-${pkgver}- stable/bin/godot.javascript.opt.js "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.js #cp "${srcdir}"/${_rname}-${pkgver}- stable/tools/html_fs/filesystem.js "${srcdir}"/${_rname}-${pkgver}-stable/bin/filesystem.js
#zip ${pkgdir}/usr/lib/godot/javascript_release.zip "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.html "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.js "${srcdir}"/${_rname}-${pkgver}-stable/bin/filesystem.js
#cp "${srcdir}"/${_rname}-${pkgver}- stable/bin/godot.javascript.opt.debug.html "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.html #cp "${srcdir}"/${_rname}-${pkgver}- stable/bin/godot.javascript.opt.debug.js "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.js
#zip ${pkgdir}/usr/lib/godot/javascript_debug.zip "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.html "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.js "${srcdir}"/${_rname}-${pkgver}-stable/bin/filesystem.js }
This is actually compiling export templates. After making your game, you export to your desired platform. To that, you have to use these templates in the export menu. On Feb 5, 2016 12:46 PM, "Mark Weiman" <mark.weiman@markzz.com> wrote:
Can you explain further what this PKGBUILD is for and what it accomplishes? Also how does this differ from the godot package. I'm having a really hard time understanding what this actually does.
That said, you should also remove any parts that do not apply to Arch Linux. This means any Windows parts, any Android parts, any Windows parts, etc.
Mark Weiman
On Fri, 2016-02-05 at 00:33 -0500, Ryan Whited wrote:
Couldn't figure out how to reply from digest (turned that off now) so I guess I'm starting a new thread. I've completely overhauled the PKGBUILD taking in critiques that I've received and some things I've learned on my own.
As before, you can view the PKGBUILD at https://github.com/godofgrunts/arch-PKGBUILDs/blob/master/godot-expor t
# Maintainer: Ryan Whited <dergottdergrunten at gmail dot com> @god_of_grunts
pkgname=godot-export _rname=godot pkgver=1.1 pkgrel=1 pkgdesc="Export templates for the stable release of the Godot engine 1.1" url="http://www.godotengine.org" license=('MIT') arch=('i686' 'x86_64') makedepends=('scons' 'mingw-w64-binutils' 'mingw-w64-crt' 'mingw-w64-gcc' 'mingw-w64-headers' 'mingw-w64-headers-bootstrap' 'mingw-w64-winpthreads' 'upx') #'emscripten' depends=('glu' 'libxcursor' 'alsa-lib' 'freetype2' 'mesa') optdepends=('godot: Cannot export without it') conflicts=('godot-export-git' 'godot-git') install=$pkgname.install _arch='' if test "$CARCH" == x86_64; then _arch=('64') else _arch=('32') fi
source=("https://github.com/godotengine/godot/archive/${pkgver}-stabl e.tar.gz") md5sums=('87eb2fc3518ce7a27957fada1ba003e9')
build() { export MINGW64_PREFIX="x86_64-w64-mingw32-" export MINGW32_PREFIX="i686-w64-mingw32-" #export EMSCRIPTEN_ROOT=/usr/lib/emscripten cores=$(nproc)
cd "${srcdir}"/${_rname}-${pkgver}-stable
#linux if test _arch == '32'; then scons -j $cores platform=x11 tools=no target=release bits=32 #linux_x11_32_release scons -j $cores platform=x11 tools=no target=release_debug bits=32 #linux_x11_32_debug else scons -j $cores platform=x11 tools=no target=release bits=64 #linux_x11_64_release scons -j $cores platform=x11 tools=no target=release_debug bits=64 #linux_x11_64_debug fi
#linux-server if test _arch == '32'; then scons -j $cores platform=server target=release_debug tools=no bits=32 else scons -j $cores platform=server target=release_debug tools=no bits=64 fi
#Windows export MINGW32_PREFIX="i686-w64-mingw32-" export MINGW64_PREFIX="x86_64-w64-mingw32-"
scons -j $cores platform=windows tools=no target=release bits=32 #windows_32_release.exe scons -j $cores platform=windows tools=no target=release_debug bits=32 #windows_32_debug.exe scons -j $cores platform=windows tools=no target=release bits=64 #windows_64_release.exe scons -j $cores platform=windows tools=no target=release_debug bits=64 #windows_64_debug.exe
#OS X #I'll put code here when https://github.com/godotengine/godot/wiki/compiling_osx is updated
#Android #Probably should do this yourself, I'm not about to mess with your Android SDK #https://github.com/godotengine/godot/wiki/export_android
#WinRT #Can't do this on Linux sorry
#Blackberry 10 #Currently disabled by Godot
#HTML5 #Currently broken per https://github.com/godotengine/godot/issues /3510 #scons -j $cores platform=javascript tools=no target=release #scons -j $cores platform=javascript tools=no target=release_debug
}
package() {
install -D -m644 "${srcdir}"/${_rname}-${pkgver}- stable/LICENSE.md "${pkgdir}/usr/share/licenses/${_rname}/LICENSE"
#Linux if test _arch == '32'; then install -D -m755 "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.x11.opt.32 ${pkgdir}/usr/lib/godot/linux_x11_32_release install -D -m755 "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.x11.opt.debug.32 ${pkgdir}/usr/lib/godot/linux_x11_32_debug upx ${pkgdir}/usr/lib/godot/linux_x11_32_release upx ${pkgdir}/usr/lib/godot/linux_x11_32_debug else install -D -m755 "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.x11.opt.64 ${pkgdir}/usr/lib/godot/linux_x11_64_release install -D -m755 "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.x11.opt.debug.64 ${pkgdir}/usr/lib/godot/linux_x11_64_debug upx ${pkgdir}/usr/lib/godot/linux_x11_64_release upx ${pkgdir}/usr/lib/godot/linux_x11_64_debug fi
#Linux Server if test _arch == '32'; then install -D -m755 "${srcdir}"/${_rname}-${pkgver}- stable/bin/godot_server.server.opt.debug.32 ${pkgdir}/usr/lib/godot/linux_server_32 upx ${pkgdir}/usr/lib/godot/linux_server_32 else install -D -m755 "${srcdir}"/${_rname}-${pkgver}- stable/bin/godot_server.server.opt.debug.64 ${pkgdir}/usr/lib/godot/linux_server_64 upx ${pkgdir}/usr/lib/godot/linux_server_64 fi
#Windows install -D -m755 "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.windows.opt.64.exe ${pkgdir}/usr/lib/godot/windows_64_release.exe install -D -m755 "${srcdir}"/${_rname}-${pkgver}- stable/bin/godot.windows.opt.debug.64.exe ${pkgdir}/usr/lib/godot/windows_64_debug.exe install -D -m755 "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.windows.opt.32.exe ${pkgdir}/usr/lib/godot/windows_32_release.exe install -D -m755 "${srcdir}"/${_rname}-${pkgver}- stable/bin/godot.windows.opt.debug.32.exe ${pkgdir}/usr/lib/godot/windows_32_debug.exe upx ${pkgdir}/usr/lib/godot/windows_32_debug.exe upx ${pkgdir}/usr/lib/godot/windows_32_release.exe x86_64-w64-mingw32-strip ${pkgdir}/usr/lib/godot/windows_64_release.exe x86_64-w64-mingw32-strip ${pkgdir}/usr/lib/godot/windows_64_debug.exe
#HTML5 #cp "${srcdir}"/${_rname}-${pkgver}- stable/bin/godot.javascript.opt.html "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.html #cp "${srcdir}"/${_rname}-${pkgver}- stable/bin/godot.javascript.opt.js "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.js #cp "${srcdir}"/${_rname}-${pkgver}- stable/tools/html_fs/filesystem.js "${srcdir}"/${_rname}-${pkgver}-stable/bin/filesystem.js
#zip ${pkgdir}/usr/lib/godot/javascript_release.zip "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.html "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.js "${srcdir}"/${_rname}-${pkgver}-stable/bin/filesystem.js
#cp "${srcdir}"/${_rname}-${pkgver}- stable/bin/godot.javascript.opt.debug.html "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.html #cp "${srcdir}"/${_rname}-${pkgver}- stable/bin/godot.javascript.opt.debug.js "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.js
#zip ${pkgdir}/usr/lib/godot/javascript_debug.zip "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.html "${srcdir}"/${_rname}-${pkgver}-stable/bin/godot.js "${srcdir}"/${_rname}-${pkgver}-stable/bin/filesystem.js }
participants (4)
-
Justin Dray
-
Mark Weiman
-
Michel Zou
-
Ryan Whited