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@victorrl/semantic-release-godot

v1.3.0

Published

semantic-release plugin to automate version and build code injection for Godot 4 projects.

Readme

@victorrl/semantic-release-godot

semantic-release plugin to automate version and build number injection for Godot 4 projects, specifically targeting Android and global game configurations.

The plugin runs during the semantic-release prepare lifecycle, ensuring that version numbers are baked into project files before your build/export stage and before the release is tagged in Git.


How It Works

This plugin automates three common versioning techniques in Godot 4:

1. Android Preset Options (export_presets.cfg)

Bakes the user-facing version name and unique build code into the Android preset options before you trigger godot --export-release.

  • version/name: Set to the next release version (e.g., "1.0.1").
  • version/code: Set to a strictly increasing integer. By default, it computes the total git commit count (git rev-list --count HEAD) to use as the build number. You can also specify an offset or override this manually.

2. Custom Global Config (Approach A - project.godot)

By default, this is enabled and writes/updates the game version inside project.godot (default key is config/version under [application]). You can read this at runtime in GDScript:

var game_version = ProjectSettings.get_setting("application/config/version")

3. Autoload Script Constant (Approach B - GDScript)

Optionally updates a specific version constant (default name GAME_VERSION) in an Autoload script (e.g. res://scripts/Version.gd):

extends Node
const GAME_VERSION = "1.0.1"

Install

npm install --save-dev @victorrl/semantic-release-godot

Usage

Configure the plugin in your release.config.js or .releaserc:

export default {
  plugins: [
    "@semantic-release/commit-analyzer",
    "@semantic-release/release-notes-generator",
    [
      "@victorrl/semantic-release-godot",
      {
        // By default, Approach A is enabled, Approach B is disabled
        enableApproachA: true,
        enableApproachB: true,
        gdScriptPath: "res://scripts/Version.gd"
      }
    ],
    "@semantic-release/github"
  ]
};

Configuration Options

| Option | Env Fallback | Default | Description | |---|---|---|---| | exportPresetsPath | GODOT_EXPORT_PRESETS_PATH | export_presets.cfg | Path to your Godot export configuration file. | | projectGodotPath | GODOT_PROJECT_GODOT_PATH | project.godot | Path to your project.godot file. | | enableApproachA | GODOT_ENABLE_APPROACH_A | true | Update the version inside project.godot. | | projectVersionKey | GODOT_PROJECT_VERSION_KEY | config/version | The key under [application] to write the version to in project.godot. | | enableApproachB | GODOT_ENABLE_APPROACH_B | false | Update a version constant inside a GDScript file. | | gdScriptPath | GODOT_GDSCRIPT_PATH | null | Path to the GDScript file (supports res:// prefix). Required if enableApproachB is true. | | gdScriptVersionConstant | GODOT_GDSCRIPT_VERSION_CONSTANT | GAME_VERSION | The variable/constant name in the GDScript to update. | | versionCode | GODOT_VERSION_CODE | null | Manual version code value. If not specified, git commit count is used. | | versionCodeOffset | GODOT_VERSION_CODE_OFFSET | 0 | Offset added to the computed git commit count version code. |


License

MIT