Embed fonts into the executable, ship release artifacts as bare binaries
Build and Test / build (push) Successful in 22s
Build and Test / windows (push) Successful in 1m8s

Fonts are now baked in with #load and loaded via LoadFontFromMemory
instead of LoadFontEx reading assets/*.ttf from disk, so a build no
longer needs an assets/ folder next to it at runtime - the chdir to
the executable's own directory in main.odin is dead code, removed.

just package / just package-windows now produce a single executable
(build/<name>_<version>_<os>_<arch>[.exe]) instead of a tar.gz/zip,
and the release workflow's upload/release-asset globs and the lld/zip
toolchain package list are updated to match.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
SansanandClaude Sonnet 5 committed 2026-10-03 20:11:47 +02:00
1 parent f39ed1684b
commit ad7d19b85a
7 files changed
+36 -36

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@@ -24,7 +24,7 @@ jobs:
- name: Setup Toolchain
uses: ./.gitea/actions/setup
with:
packages: lld zip
packages: lld
- name: Set Version
run: echo "GAME_VERSION=${GITHUB_REF_NAME#v}" >> "$GITHUB_ENV"
@@ -60,5 +60,4 @@ jobs:
NODE_OPTIONS: '--experimental-fetch' # if nodejs < 18
with:
files: |-
build/${{ env.PROJECT_NAME }}_*.tar.gz
build/${{ env.PROJECT_NAME }}_*.zip
build/${{ env.PROJECT_NAME }}_*