Changes between Version 2 and Version 3 of ReleaseProcess
- Timestamp:
- Sep 9, 2012, 8:53:20 PM (12 years ago)
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ReleaseProcess
v2 v3 4 4 * Check that SVN compiles and runs on Windows 5 5 * Check that SVN compiles and runs on OS X 6 * Run Windows autobuilder 6 * Run Windows autobuilder (or build manually with VS 2008 if autobuild is down - update [source:/ps/trunk/build/svn_revision svn_revision.txt] first!) 7 7 * Update public trunk checkout 8 8 * Ensure it is clean (`svn st --no-ignore`) 9 * Run `source/tools/dist/build.sh` 9 * Run [source:/ps/trunk/source/tools/dist/build.sh source/tools/dist/build.sh] 10 * Build OS X app bundle: 11 * Requires OS X and Xcode 12 * Currently using historicbruno's [https://github.com/historicbruno/0ad/tree/osx-build osx-build] branch on !GitHub 13 * Make sure [https://github.com/0ad/0ad 0ad repo] is synced with SVN 14 * Make sure osx-build is synced with 0ad repo, if necessary pull in updates e.g. `git pull 0ad master` 15 * Read documentation in `build/workspaces/build-osx-bundle.sh`, update options if necessary (defaults work with Xcode 4.2+ and Lion) 16 * Run `build-osx-bundle.sh`, by default it creates a 64-bit 10.6+ compatible bundle, `build/workspaces/0ad.app` 17 * Optionally build a 32-bit 10.5+ bundle, following `Cross-compiling a 32-bit Leopard bundle.txt` 18 * Package app into DMG (as outlined [http://mac101.net/content/how-to/how-to-create-dmg-art-for-fancy-application-installations/ here] and [http://el-tramo.be/guides/fancy-dmg/ here]) 19 * Use Disk Utility to create a DMG large enough to hold `0ad.app` 20 * Set background image, `build/resources/dmgbackground.png` 21 * Copy `0ad.app` and Applications shortcut, arrange icons, set folder view options as desired 22 * Create a bzip2-compressed DMG with [http://developer.apple.com/library/mac/#documentation/Darwin/Reference/ManPages/man1/hdiutil.1.html hdiutil]: `hdiutil convert 0ad.dmg -format UDBZ -o 0ad-[version]-alpha-osx64` 10 23 * Test on Windows: 11 * Delete `% appdata%\0ad\cache`24 * Delete `%localappdata%\0ad\cache` 12 25 * Extract release 13 26 * Run `pyrogenesis.exe`, check everything seems to work 14 27 * Run `Atlas.bat`, check everything seems to work 15 * Delete `% appdata%\0ad\cache`28 * Delete `%localappdata%\0ad\cache` 16 29 * Build Debug version, check everything seems to work 17 30 * Run `test` project … … 20 33 * Extract release 21 34 * Build, `test_dbg`, run game, run editor 22 * ` CONFIG=Release` build, `test`, run game, run editor35 * `config=release` build, `test`, run game, run editor 23 36 * Test on OS X: 24 * Update !MacPorts 25 * Same as Linux (but editor won't work) 37 * Delete `~/Library/Caches/0ad/` 38 * Mount release DMG 39 * Run 0ad and test that it works on e.g. Snow Leopard and Lion 40 * Test Atlas (main menu > Tools & Options > Scenario Editor) 41 * Delete `~/Library/Caches/0ad/` 42 * Optionally test 32-bit bundle if available 26 43 * Update OBS packages [https://build.opensuse.org/package/show?package=0ad&project=games 0ad], [https://build.opensuse.org/package/show?package=0ad-data&project=games 0ad-data]: 27 44 * Update version numbers in `0ad.changes`, `0ad.dsc`, `0ad.spec`, `debian.changelog` … … 43 60 * Upload to Sourceforge: `rsync -v --progress -e ssh 0ad-${SVNREV}-*.{exe,gz,xz} philiptaylor,zero-ad@frs.sourceforge.net:/home/frs/project/z/ze/zero-ad/releases/` 44 61 * Update release redirects to point to SF 45 * Update LatestRelease page (all links and checksums) 62 * Update release pages (links, file sizes, checksums?): 63 * LatestReleaseWindows 64 * LatestReleaseMac 65 * LatestReleaseLinux 46 66 * Announce release 47 67 * ?