Clarifies that releases ship ONLY the recompiled binaries (skate3 +
librexruntime + ghost_relay + README) - never the game files; the game dump
(default.xex + EAWebkit.xex) is required at BUILD TIME for codegen only.
- tools/release/release.sh: builds + packages a per-platform release zip
(configure -> codegen -> build -> zip), prints a sha256sum, and with
--upload creates/updates a Forgejo Release and attaches the zip via the
API (GITEA_TOKEN). Supports linux/windows/macos presets on their native
hosts.
- .forgejo/workflows/release.yml: optional automation - builds on a
self-hosted Docker runner (ubuntu-24.04 label), self-heals the broken
nested submodule pins via tools/ci/init-submodules.sh, and publishes a
Linux release on v* tags. Needs the game dump mounted on the runner
(codegen only, never uploaded), SUBMODULE_KEY + RELEASE_TOKEN secrets.
- tools/ci/init-submodules.sh: recursive submodule init that self-heals
upstream pins a fresh clone can no longer fetch (the rexglue fork pins
thirdparty/imgui to a commit ocornut/imgui dropped; the script checks out
the upstream default tip for any nested submodule left empty).
- docs/releases.md: what's in a release, the local path, and the optional
CI path.
- .gitignore: keep tools/ci + tools/release, ignore local release zips.