Cross-export Windows release package on Linux
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@@ -47,14 +47,17 @@ S:\Game Hacking\Eushully\Himegari\ ← workspace root (three siblings)
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│ ├── validate.py layered core/workspace/runtime/full validation driver
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│ ├── test_validate.py pure resolver + validation-plan regressions
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│ ├── build-linux-x64.sh one-command pinned Linux export/package/smoke pipeline
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│ ├── build-windows-x64.sh Linux-hosted Windows cross-export/package pipeline
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│ ├── dotnet_publish_proxy.py guarded low-memory Godot export-time publish staging
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│ ├── publish_gitea_release.py guarded/retry-safe native Gitea release promotion
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│ ├── verify_windows_native.py static AMD64 PE/native-bundle contract verifier
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│ ├── bootstrap-godot-linux-x64.sh repo-local Godot 4.7 Linux editor/template bootstrap
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│ ├── godot-linux-x64.json immutable Godot editor/template source + SHA-256 manifest
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│ ├── install_godot_templates.py selective HTTP-range installer for pinned template members
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│ ├── package_linux_x64.py export verifier + notice/checksum/archive packager
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│ ├── package_linux_x64.py,
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│ │ package_windows_x64.py target-specific export verifiers and normalized packagers
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│ ├── test_install_godot_templates.py, test_package_linux_x64.py,
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│ │ test_package_windows_x64.py,
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│ │ test_dotnet_publish_proxy.py,
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│ │ test_publish_gitea_release.py,
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│ │ test_verify_windows_native.py source-only bootstrap/package/publish/native regressions
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@@ -109,9 +112,10 @@ S:\Game Hacking\Eushully\Himegari\ ← workspace root (three siblings)
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├── build/ DERIVED (our-work-side) — generated by tools/; disposable
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│ ├── downloads/, toolchains/ immutable dependency caches and repo-local Godot toolchain
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│ ├── export/linux-x64/ verified loose Godot Linux export
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│ ├── export/windows-x64/ structurally verified loose Godot Windows export
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│ ├── native/linux-x64/ validated Linux FFmpeg shim/shared-library bundle
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│ ├── native/win-x64/ validated Windows FFmpeg shim/DLL bundle
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│ ├── package/ staged release tree, smoke log, and `.tar.gz` artifact
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│ ├── package/ Linux staged tree/smoke/`.tar.gz` plus Windows x64 staged tree/ZIP
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│ ├── disasm/ <NAME>.asm — human-readable disassembly, one per script
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│ ├── text/ extracted text:
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│ │ ├── <NAME>.strings.txt all inline strings in a script
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@@ -160,9 +164,10 @@ S:\Game Hacking\Eushully\Himegari\ ← workspace root (three siblings)
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```
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The Godot deliverable includes `Himegari.sln` because Godot's .NET exporter requires a solution,
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`export_presets.cfg` for the Linux x86_64 target, and `build/.gdignore` so disposable capture frames below
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the project do not enter its import or export scan. `tools/export-linux-x64.ps1` produces and validates the
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complete disposable artifact under `build/export/linux-x64/`.
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`export_presets.cfg` for Linux and Windows x86_64, and `build/.gdignore` so disposable capture frames below
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the project do not enter its import or export scan. `tools/build-linux-x64.sh` and
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`tools/build-windows-x64.sh` produce their complete disposable artifacts under `build/export/`; the older
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Windows-hosted `tools/export-linux-x64.ps1` remains a Linux-export development path.
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`godot/Main.cs` retains the front-end's startup and runtime coordination. Behavior-neutral partial-class
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companions keep cohesive surfaces independently navigable without changing the Godot node type or invocation
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