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// Go to https://airtable.com/api and select a base. | |
// Then open your browsers console (Ctrl+Alt+I) and run the following code. | |
var myapp = { | |
id:window.application.id, | |
name:window.application.name, | |
tables:[] | |
}; | |
for (let table of window.application.tables){ | |
var mytable = { |
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@echo off | |
pushd "%~dp0" | |
rem Setting up repository. | |
git submodule update --init --recursive | |
git config core.hooksPath .hooks | |
rem Doing those globally so they affect submodules. | |
git config --global pull.rebase true | |
git config --global rebase.autoStash true |
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@echo off | |
pushd "%~dp0" | |
rem Engine/Documentation is not ignore because the content is needed by GenerateInstalledBuild.bat to work. | |
.\Binaries\DotNET\GitDependencies.exe --no-cache --exclude=Samples --exclude=Templates --exclude=FeaturePacks --exclude=Engine/Saved --exclude=Win32 --exclude=win32 --exclude=Mac --exclude=osx64 --exclude=osx32 --exclude=Linux --exclude=linux --exclude=Linux32 --exclude=linux32 --exclude=Linux64 --exclude=linux64 --exclude=linux_x64 --exclude=Android --exclude=android --exclude=HoloLens --exclude=Win32 --exclude=WinRT --exclude=winrt --exclude=HTML5 --exclude=html5 --exclude=XboxOne --exclude=Switch --exclude=Dingo --exclude=PS4 --exclude=Python | |
if %errorlevel% neq 0 exit /b %errorlevel% | |
rem We do not use templates but the .ini file needs to exist for GenerateInstalledBuild.bat to work. | |
mkdir ../Templates | |
copy ../Templates/TemplateCategories.ini |
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@echo off | |
pushd "%~dp0" | |
.\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script="%~dp0Build\InstalledEngineBuild.xml" -set:CompileDatasmithPlugins=false -set:HostPlatformOnly=true -set:GameConfigurations=Development -set:WithDDC=false | |
popd |
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@echo off | |
pushd "%~dp0" | |
for /F "delims=" %%L in ('git rev-parse HEAD') do (set "UNREAL_ENGINE_COMMIT=%%L") | |
rclone config create spaces s3 env_auth false access_key_id %SPACES_ACCESS_KEY% secret_access_key %SPACES_SECRET% endpoint %SPACES_ENDPOINT% acl private | |
rclone sync ../LocalBuilds/Engine spaces:/playsthetic/unreal-engine/%UNREAL_ENGINE_COMMIT%/Win64 --progress --exclude *.pdb | |
rem | |
popd |
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name: Generate installed build | |
on: | |
push: | |
branches: [ main ] | |
jobs: | |
build-and-upload: | |
name: Generate installed build | |
runs-on: windows-latest |
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name: Publish on Steam | |
on: | |
push: | |
branches: [ main ] | |
paths: | |
- 'Engine/**' | |
- 'Game/**' | |
- 'PackageGame.bat' | |
- 'PublishGame.bat' |
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@echo off | |
pushd "%~dp0" | |
rem Initializing submodules | |
git submodule update --init --recursive | |
rem Installing LFS. | |
rem A manual install result in not copying the LFS hooks that we already have. | |
git lfs install --manual | |
if %errorlevel% neq 0 exit /b %errorlevel% |
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@echo off | |
pushd "%~dp0" | |
rem Command generated using the editor's project launcher. See https://docs.unrealengine.com/en-US/SharingAndReleasing/Deployment/ProjectLauncher | |
rem For arguments documentation see https://github.com/botman99/ue4-unreal-automation-tool. | |
rem Use `-nocompileeditor` for forcing the editor not to compile. | |
.\Engine\Build\BatchFiles\RunUAT.bat BuildCookRun -project=%~dp0<project_name>\<project_name>.uproject -nop4 -clientconfig=Development -serverconfig=Development -unrealexe=%~dp0Engine\Binaries\Win64\UnrealEditor-Cmd.exe -utf8output -platform=Win64 -targetplatform=Win64 -build -cook -map=Splash.umap+Map.umap+Forest.umap -cookdir=%~dp0\<project_name>\Content\Stage\Prints\Abilities+%~dp0\<project_name>\Content\Stage\Animations -skipcookingeditorcontent -unversionedcookedcontent -pak -distribution -compressed -stage -package -stagingdirectory="%~dp0Dist" | |
popd |
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// https://partner.steamgames.com/doc/sdk/uploading | |
"AppBuild" | |
{ | |
"AppID" "<app_id>" | |
// "Desc" "" | |
"ContentRoot" "Dist\WindowsNoEditor" | |
"BuildOutput" "Steam" | |
"SetLive" "main" | |
"Depots" | |
{ |
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