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Build a macOS app bundle and publish macOS and Linux distributables, clean up binary asset names. #264
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This doesn't work in macOS app bundles, as they're mounted in a read-only filesystem. In the future, we should put logs in the AppData directory.
on macOS, rename release assets and add macOS distributable.
// TODO: do we really need this magic? | ||
std::env::set_current_dir("../").expect("Cannot change folder to parent"); | ||
// If we can't find it, set the current dir to one above the executable path and try that instead. | ||
let mut dir = std::env::current_exe().expect("Cannot get the path to the executable"); |
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I added this so that we always try relative to the actual executable, rather than relative to whatever the working directory happens to be right now.
I added rust-cache to the PR build as well in d39b86e, and changed the release workflow to use the shared cache key, so now I think the cache should be shared across all branches when the dependencies don't change. Reduce the macOS and Windows build+test times down from 16 minutes to 8 minutes. |
Changes:
ltheory-bin-win32.zip
->dev-binaries-windows.zip
ltheory-bin-macos.zip
->dev-binaries-macos.zip
ltheory-bin-ubuntu2004.zip
->dev-binaries-linux.zip
ltheory-distro-win32.zip
->ltheory-windows.zip
.ltheory-macos.zip
, containing the macOS app bundle (x86_64 only).ltheory-linux.zip
, containing the Ubuntu binaries.I also renamed
lt64
toltr
in the binary and distro packages.These changes will break the launcher, but should make the assets much more obvious in the future.
Closes #263