Skip to content
master
Go to file
Code

Latest commit

 

Git stats

Files

Permalink
Failed to load latest commit information.
Type
Name
Latest commit message
Commit time
gfx
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

README.md

Code and data of Castle Game Engine website

Layout

htodcs/ is exactly what goes into https://castle-engine.io/

screenshots/ are only a copy (sometimes with better resolution) of the same screenshots that are available on SF screenshot page of our project.

scripts/ are various scripts, usually in bash, helpful to manage the website.

  • scripts/remote/ are meant to be run when logged on castle-engine.io through ssh.

  • Rest of scripts/ can be run on a local version, cloned somewhere on your local computer.

Procedure to update WWW content

  • Making a release:

    1. testing is described in TESTS.txt
    2. compiling and packing releases is described in pack/README.txt
  • When release is packed, it's nice to tag it, see scripts/make_tags.sh script. Leave uncommented only the lines for newly released programs, and run it.

  • Release on SourceForge.

    New FRS (http://p.sf.net/sourceforge/FRS):

    After release:

    • Download and compare are the files the same.
  • Release on GitHub.

    Upload a new release to https://github.com/castle-engine/castle-engine/releases https://github.com/castle-engine/view3dscene/releases and so on (a tag should already be created in the previous step, by scripts/make_tags.sh script)

    Update the URLs:

    • CGE_LATEST_STABLE_DOWNLOAD in htdocs/castle_engine_functions.php
    • view3dscene links in htdocs/view3dscene.php

    After:

    • Download and compare are the files the same.

    TODO: uploading dmg on GitHub is not possible. The current solution for view3dscene was to zip the dmg, which is non-standard. Should we just use zip instead of dmg? https://daringfireball.net/2009/09/how_should_mac_apps_be_distributed

  • if you released new castle_game_engine version:

    • update ../castle-engine/doc/pasdoc/html-parts/body-end.php with new versions,
    • update apidoc by cd ../castle-engine/doc/pasdoc/html-parts/ make clean default cd ../ make clean upload
    • update $engine_ver in htdocs/all_programs_sources.php, to reflect with what engine ver each sources were tested.
    • update FPC/Lazarus requirements: https://castle-engine.io/supported_compilers.php
  • good practice after large changes is to check linkchecker.sh and validate_html.sh

  • if you change some content managed inside GIT:

    • commit and push your changes, of course
    • git pull --rebase on castle-engine.io (ssh-ceup)
  • if you change some content outside GitHub cge-www repository: (These are some files that are automatically generated and it would be a waste to keep them inside a version control repository... so they have to be copied in a normal way.) :

    • reference (API docs) and vrml_engine_doc can be automatically uploaded by "make upload" in the appropriate sources dir.
    • make sure that "other" users don't have uncessesary permissions: call secure_permissions.sh on server
    • Old (no longer regularly checked):
      • run mk_sums_md5.sh locally. This calculates md5 sums on your local files.
      • on remote server, run check_sums_md5.sh. This will check md5 sums uploaded in previous step, thus checking that all files were uploaded correctly.
  • a release of engine or view3dscene or some other tools can also be uploaded to http://itch.io/ , see http://michaliskambi.itch.io/

    See pack/upload_itch_io.sh

Announcing release

About

Webpage and maintenance scripts of Castle Game Engine

Resources

License

Releases

No releases published

Packages

No packages published
You can’t perform that action at this time.