Cross-export Windows release package on Linux
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This commit is contained in:
gamer147
2026-08-03 21:59:52 -04:00
parent 60ac6fc64f
commit 02e9891baa
19 changed files with 690 additions and 32 deletions

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@@ -1063,6 +1063,16 @@ do not mix mechanical moves with semantic changes.
next step: Windows Godot template/export, target-parameterized publish proxy, structural package contract, and
normalized ZIP.
**Slice 2 completed 2026-08-03:** the shared Godot manifest now pins and selectively fetches either release
template, the guarded low-memory publish proxy requires the calling driver's exact Linux or Windows RID, and
the Windows preset includes the conditional exact-GDI assembly. `tools/build-windows-x64.sh` performs the
complete metadata/native/publish/Godot/export/verify/package sequence without Wine. Its packager rejects
incomplete or Linux-contaminated payloads, verifies the Godot EXE and six native DLLs as AMD64 PE, embeds
notices/build provenance/payload checksums/static verification, and emits one normalized ZIP. Synthetic
template/proxy/package tests pass; the 91.3-second WSL cross-export passed, repeated packaging was byte-for-byte
stable, and an optional Windows-host run of the packaged EXE reported the 548-opcode/FFmpeg-ABI-3 smoke marker.
Slice 3 is now active: add the read-only hosted Windows artifact job while retaining the accepted Linux job.
**Completion gate:** one deliberately selected future tag produces a single Gitea release containing the
Linux `.tar.gz`, Windows `.zip`, and combined archive checksums; both archives bind to the tag commit, Linux
retains its dynamic packaged smoke, Windows passes all structural PE/payload gates, and neither platform job