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@noobour for automatic release notes, would you prefer a CHANGELOG.md file that we write manually, and this would extract it into the release notes? or let github auto generate it from prs and commit messages
@noobour for automatic release notes, would you prefer a CHANGELOG.md file that we write manually, and this would extract it into the release notes? or let github auto generate it from prs and commit messages
@nyarw I think a manual update log works the best, I'd like to keep the current template we used for 0.2.0, and i'm not sure if we can really automate something like that without requiring manual touch anyways
@noobour for automatic release notes, would you prefer a CHANGELOG.md file that we write manually, and this would extract it into the release notes? or let github auto generate it from prs and commit messages
@nyarw I think a manual update log works the best, I'd like to keep the current template we used for 0.2.0, and i'm not sure if we can really automate something like that without requiring manual touch anyways
sounds good to me, then this can be merged and I'll do the filename stuff in another pr
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adds
.github/workflows/export.yml, it builds and exports the game when a tag is pushed and uploads them to a draft release.config/versioninproject.godotRhythia.csprojmatches.github/godot_version.txt-(for examplev0.2.0-rc1) are created as prereleases and are exported as debugother stuff:
prefabs/modifier_button.tscn, it was a stale scene referencing a missing script, caused errorsRenderersarray fallback inRunner.csexport_presets.cfgproper, and added the macOS bundle identifiertodo:
installer/rhythia.iss, the script needed for inno to build the installer