This repository was archived by the owner on Jan 5, 2024. It is now read-only.
This repository was archived by the owner on Jan 5, 2024. It is now read-only.

Create Automated Release Workflow #140

Description

@traunts

Create a GitHub Actions Workflow to automate the process of bundling and publishing a new release of the game, Source + Data.

Additional context

my longtime intention has been to do a nice workflow that, on merge to master (and can work for dev for nightly builds too)

  1. Builds the exe and appimage in the source repo and stores artifacts for em
  2. Does the same for the mod converter I guess
  3. Grabs the artifacts from the other repos into the relevant data repo branch and puts together a nice zip with everything (preferably including dlls, but they can remain manual if > needed)
  4. Bonus points if the installer repo can grab the data zip and use it to automatically make an installer

...
[RE: Data release steps]

No, it's not too complicated but it is kinda a pain and does take some time. Automating it would be nice haha

  1. Make a github release for source, and another for data
  2. Make x86 and x64 release exes for windows and appimages for linux
  3. Grab a copy of a clean data folder (though often I'm lazy and use mine, making sure to clean it), making sure to include dlls
  4. Delete everything that's autogenerated and anything in metagames, then test everything to make sure the game runs and things are fine, then delete any autogenerated stuff again
  5. Optionally grab the mod converter (and, in future, the mod manager) and dump it in the folder
  6. Zip up the game folder (not rar, for people who don't have rar tools) and upload it to the data release
  7. Make the windows installer and also upload it to the data release

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enhancementNew feature or request

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No type

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    No milestone

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    No branches or pull requests

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    , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
     blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
    }
    } catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
    })();
    (function(){
    try {
    var __m = "github.com";
    var __re = new RegExp('^' + "github\\.com" + '
    
    Skip to content
    This repository was archived by the owner on Jan 5, 2024. It is now read-only.
    This repository was archived by the owner on Jan 5, 2024. It is now read-only.

    Create Automated Release Workflow #140

    Description

    @traunts

    Create a GitHub Actions Workflow to automate the process of bundling and publishing a new release of the game, Source + Data.

    Additional context

    my longtime intention has been to do a nice workflow that, on merge to master (and can work for dev for nightly builds too)

    1. Builds the exe and appimage in the source repo and stores artifacts for em
    2. Does the same for the mod converter I guess
    3. Grabs the artifacts from the other repos into the relevant data repo branch and puts together a nice zip with everything (preferably including dlls, but they can remain manual if > needed)
    4. Bonus points if the installer repo can grab the data zip and use it to automatically make an installer

    ...
    [RE: Data release steps]

    No, it's not too complicated but it is kinda a pain and does take some time. Automating it would be nice haha

    1. Make a github release for source, and another for data
    2. Make x86 and x64 release exes for windows and appimages for linux
    3. Grab a copy of a clean data folder (though often I'm lazy and use mine, making sure to clean it), making sure to include dlls
    4. Delete everything that's autogenerated and anything in metagames, then test everything to make sure the game runs and things are fine, then delete any autogenerated stuff again
    5. Optionally grab the mod converter (and, in future, the mod manager) and dump it in the folder
    6. Zip up the game folder (not rar, for people who don't have rar tools) and upload it to the data release
    7. Make the windows installer and also upload it to the data release

    Metadata

    Metadata

    Assignees

    Labels

    enhancementNew feature or request

    Type

    No type

    Projects

    No projects

      Milestone

      No milestone

      Relationships

      None yet

      Development

      No branches or pull requests

      Issue actions

      , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
      Skip to content
      This repository was archived by the owner on Jan 5, 2024. It is now read-only.
      This repository was archived by the owner on Jan 5, 2024. It is now read-only.

      Create Automated Release Workflow #140

      Description

      @traunts

      Create a GitHub Actions Workflow to automate the process of bundling and publishing a new release of the game, Source + Data.

      Additional context

      my longtime intention has been to do a nice workflow that, on merge to master (and can work for dev for nightly builds too)

      1. Builds the exe and appimage in the source repo and stores artifacts for em
      2. Does the same for the mod converter I guess
      3. Grabs the artifacts from the other repos into the relevant data repo branch and puts together a nice zip with everything (preferably including dlls, but they can remain manual if > needed)
      4. Bonus points if the installer repo can grab the data zip and use it to automatically make an installer

      ...
      [RE: Data release steps]

      No, it's not too complicated but it is kinda a pain and does take some time. Automating it would be nice haha

      1. Make a github release for source, and another for data
      2. Make x86 and x64 release exes for windows and appimages for linux
      3. Grab a copy of a clean data folder (though often I'm lazy and use mine, making sure to clean it), making sure to include dlls
      4. Delete everything that's autogenerated and anything in metagames, then test everything to make sure the game runs and things are fine, then delete any autogenerated stuff again
      5. Optionally grab the mod converter (and, in future, the mod manager) and dump it in the folder
      6. Zip up the game folder (not rar, for people who don't have rar tools) and upload it to the data release
      7. Make the windows installer and also upload it to the data release

      Metadata

      Metadata

      Assignees

      Labels

      enhancementNew feature or request

      Type

      No type

      Projects

      No projects

        Milestone

        No milestone

        Relationships

        None yet

        Development

        No branches or pull requests

        Issue actions

        , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
        Skip to content
        This repository was archived by the owner on Jan 5, 2024. It is now read-only.
        This repository was archived by the owner on Jan 5, 2024. It is now read-only.

        Create Automated Release Workflow #140

        Description

        @traunts

        Create a GitHub Actions Workflow to automate the process of bundling and publishing a new release of the game, Source + Data.

        Additional context

        my longtime intention has been to do a nice workflow that, on merge to master (and can work for dev for nightly builds too)

        1. Builds the exe and appimage in the source repo and stores artifacts for em
        2. Does the same for the mod converter I guess
        3. Grabs the artifacts from the other repos into the relevant data repo branch and puts together a nice zip with everything (preferably including dlls, but they can remain manual if > needed)
        4. Bonus points if the installer repo can grab the data zip and use it to automatically make an installer

        ...
        [RE: Data release steps]

        No, it's not too complicated but it is kinda a pain and does take some time. Automating it would be nice haha

        1. Make a github release for source, and another for data
        2. Make x86 and x64 release exes for windows and appimages for linux
        3. Grab a copy of a clean data folder (though often I'm lazy and use mine, making sure to clean it), making sure to include dlls
        4. Delete everything that's autogenerated and anything in metagames, then test everything to make sure the game runs and things are fine, then delete any autogenerated stuff again
        5. Optionally grab the mod converter (and, in future, the mod manager) and dump it in the folder
        6. Zip up the game folder (not rar, for people who don't have rar tools) and upload it to the data release
        7. Make the windows installer and also upload it to the data release

        Metadata

        Metadata

        Assignees

        Labels

        enhancementNew feature or request

        Type

        No type

        Projects

        No projects

          Milestone

          No milestone

          Relationships

          None yet

          Development

          No branches or pull requests

          Issue actions

          , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
          Skip to content
          This repository was archived by the owner on Jan 5, 2024. It is now read-only.
          This repository was archived by the owner on Jan 5, 2024. It is now read-only.

          Create Automated Release Workflow #140

          Description

          @traunts

          Create a GitHub Actions Workflow to automate the process of bundling and publishing a new release of the game, Source + Data.

          Additional context

          my longtime intention has been to do a nice workflow that, on merge to master (and can work for dev for nightly builds too)

          1. Builds the exe and appimage in the source repo and stores artifacts for em
          2. Does the same for the mod converter I guess
          3. Grabs the artifacts from the other repos into the relevant data repo branch and puts together a nice zip with everything (preferably including dlls, but they can remain manual if > needed)
          4. Bonus points if the installer repo can grab the data zip and use it to automatically make an installer

          ...
          [RE: Data release steps]

          No, it's not too complicated but it is kinda a pain and does take some time. Automating it would be nice haha

          1. Make a github release for source, and another for data
          2. Make x86 and x64 release exes for windows and appimages for linux
          3. Grab a copy of a clean data folder (though often I'm lazy and use mine, making sure to clean it), making sure to include dlls
          4. Delete everything that's autogenerated and anything in metagames, then test everything to make sure the game runs and things are fine, then delete any autogenerated stuff again
          5. Optionally grab the mod converter (and, in future, the mod manager) and dump it in the folder
          6. Zip up the game folder (not rar, for people who don't have rar tools) and upload it to the data release
          7. Make the windows installer and also upload it to the data release

          Metadata

          Metadata

          Assignees

          Labels

          enhancementNew feature or request

          Type

          No type

          Projects

          No projects

            Milestone

            No milestone

            Relationships

            None yet

            Development

            No branches or pull requests

            Issue actions

            , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
            Skip to content
            This repository was archived by the owner on Jan 5, 2024. It is now read-only.
            This repository was archived by the owner on Jan 5, 2024. It is now read-only.

            Create Automated Release Workflow #140

            Description

            @traunts

            Create a GitHub Actions Workflow to automate the process of bundling and publishing a new release of the game, Source + Data.

            Additional context

            my longtime intention has been to do a nice workflow that, on merge to master (and can work for dev for nightly builds too)

            1. Builds the exe and appimage in the source repo and stores artifacts for em
            2. Does the same for the mod converter I guess
            3. Grabs the artifacts from the other repos into the relevant data repo branch and puts together a nice zip with everything (preferably including dlls, but they can remain manual if > needed)
            4. Bonus points if the installer repo can grab the data zip and use it to automatically make an installer

            ...
            [RE: Data release steps]

            No, it's not too complicated but it is kinda a pain and does take some time. Automating it would be nice haha

            1. Make a github release for source, and another for data
            2. Make x86 and x64 release exes for windows and appimages for linux
            3. Grab a copy of a clean data folder (though often I'm lazy and use mine, making sure to clean it), making sure to include dlls
            4. Delete everything that's autogenerated and anything in metagames, then test everything to make sure the game runs and things are fine, then delete any autogenerated stuff again
            5. Optionally grab the mod converter (and, in future, the mod manager) and dump it in the folder
            6. Zip up the game folder (not rar, for people who don't have rar tools) and upload it to the data release
            7. Make the windows installer and also upload it to the data release

            Metadata

            Metadata

            Assignees

            Labels

            enhancementNew feature or request

            Type

            No type

            Projects

            No projects

              Milestone

              No milestone

              Relationships

              None yet

              Development

              No branches or pull requests

              Issue actions

              , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
              Skip to content
              This repository was archived by the owner on Jan 5, 2024. It is now read-only.
              This repository was archived by the owner on Jan 5, 2024. It is now read-only.

              Create Automated Release Workflow #140

              Description

              @traunts

              Create a GitHub Actions Workflow to automate the process of bundling and publishing a new release of the game, Source + Data.

              Additional context

              my longtime intention has been to do a nice workflow that, on merge to master (and can work for dev for nightly builds too)

              1. Builds the exe and appimage in the source repo and stores artifacts for em
              2. Does the same for the mod converter I guess
              3. Grabs the artifacts from the other repos into the relevant data repo branch and puts together a nice zip with everything (preferably including dlls, but they can remain manual if > needed)
              4. Bonus points if the installer repo can grab the data zip and use it to automatically make an installer

              ...
              [RE: Data release steps]

              No, it's not too complicated but it is kinda a pain and does take some time. Automating it would be nice haha

              1. Make a github release for source, and another for data
              2. Make x86 and x64 release exes for windows and appimages for linux
              3. Grab a copy of a clean data folder (though often I'm lazy and use mine, making sure to clean it), making sure to include dlls
              4. Delete everything that's autogenerated and anything in metagames, then test everything to make sure the game runs and things are fine, then delete any autogenerated stuff again
              5. Optionally grab the mod converter (and, in future, the mod manager) and dump it in the folder
              6. Zip up the game folder (not rar, for people who don't have rar tools) and upload it to the data release
              7. Make the windows installer and also upload it to the data release

              Metadata

              Metadata

              Assignees

              Labels

              enhancementNew feature or request

              Type

              No type

              Projects

              No projects

                Milestone

                No milestone

                Relationships

                None yet

                Development

                No branches or pull requests

                Issue actions

                , 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
                Skip to content
                This repository was archived by the owner on Jan 5, 2024. It is now read-only.
                This repository was archived by the owner on Jan 5, 2024. It is now read-only.

                Create Automated Release Workflow #140

                Description

                @traunts

                Create a GitHub Actions Workflow to automate the process of bundling and publishing a new release of the game, Source + Data.

                Additional context

                my longtime intention has been to do a nice workflow that, on merge to master (and can work for dev for nightly builds too)

                1. Builds the exe and appimage in the source repo and stores artifacts for em
                2. Does the same for the mod converter I guess
                3. Grabs the artifacts from the other repos into the relevant data repo branch and puts together a nice zip with everything (preferably including dlls, but they can remain manual if > needed)
                4. Bonus points if the installer repo can grab the data zip and use it to automatically make an installer

                ...
                [RE: Data release steps]

                No, it's not too complicated but it is kinda a pain and does take some time. Automating it would be nice haha

                1. Make a github release for source, and another for data
                2. Make x86 and x64 release exes for windows and appimages for linux
                3. Grab a copy of a clean data folder (though often I'm lazy and use mine, making sure to clean it), making sure to include dlls
                4. Delete everything that's autogenerated and anything in metagames, then test everything to make sure the game runs and things are fine, then delete any autogenerated stuff again
                5. Optionally grab the mod converter (and, in future, the mod manager) and dump it in the folder
                6. Zip up the game folder (not rar, for people who don't have rar tools) and upload it to the data release
                7. Make the windows installer and also upload it to the data release

                Metadata

                Metadata

                Assignees

                Labels

                enhancementNew feature or request

                Type

                No type

                Projects

                No projects

                  Milestone

                  No milestone

                  Relationships

                  None yet

                  Development

                  No branches or pull requests

                  Issue actions