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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@@ -28,9 +28,9 @@ Requires [Odin](https://odin-lang.org) (dev-2026-09) and [just](https://just.sys
just run # build and play (debug)
just check # type-check with -vet
just test # run tests
just package 1.0 # native release build -> build/HanjaKanaMun_1.0_<os>_<arch>.tar.gz
just package 1.0 # native release build -> build/HanjaKanaMun_1.0_<os>_<arch> (self-contained executable)
just windows-deps # Linux only: fetch Windows SDK/CRT (xwin) and raylib.lib
just package-windows 1.0 # cross-compiled Windows build -> build/HanjaKanaMun_1.0_windows_x86_64.zip
just package-windows 1.0 # cross-compiled Windows build -> build/HanjaKanaMun_1.0_windows_x86_64.exe
```
The Windows build needs `lld-link`. On macOS, `brew install lld` and set `LLD_LINK`, and point `XWIN_SDK` and