The process of installing #Godot export templates on a headless CI server is extremely annoying (unless there is a specific feature for that in the CLI that I cannot find documentation for).

Currently uploading the export templates from my local installation to the server via scp.

Would be so much easier if i could just curl or wget the files directly from the Godot website, but they only a ".tpz" file containing all templates that needs to be unpacked via the Godot UI
@ratsnakegames IIRC the Export templates can be unpacked into the right directory, they are just ZIP files

@ratsnakegames That sounds like a fun time 😅

Export templates in general seem like a WEIRDLY hard part of Godot's core game making process. When I decided to create ICBM as a tool in Godot, that was the one part I most worried about non-technical users getting hung up on.

@pentup they're fine in the UI i guess
@ratsnakegames You could build just the one(s) you need yourself via CLI...
@ConditionalCoder have you considered that I do not want to figure out how to do that when I am just trying to migrate a CI workflow from Github Actions to my Jenkins?
@ConditionalCoder Like, at least tell me what CLI commands I need, otherwise you're just being a smartass

@ratsnakegames If you're already using `scons` as part of the CI process, then simply specifying `target=template_release` will create a release template targeting your platform of choice (rather than downloading all release templates).

See this page of Godot's documentation for more details: https://docs.godotengine.org/en/stable/engine_details/development/compiling/introduction_to_the_buildsystem.html

Introduction to the buildsystem

Godot is a primarily C++ project and it uses the SCons build system. We love SCons for how maintainable and easy to set up it makes our buildsystem. And thanks to that compiling Godot from source c...

Godot Engine documentation
@ConditionalCoder no, i am obviously not using scons just to export my Godot game