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Add production build pipeline (#46)
## Summary
- split development dynamic linking from production builds
- add headless processed-asset generation
- add a separate production CI cache and static Bevy/Rust linkage verification
- keep custom debug features enabled for production builds behind a feature gate

Reviewed-on: #46
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-19 17:04:18 +00:00

1.1 KiB

Shinespark

Fancy heavily advanced platform fighting game

Direct P2P Debugging

# Process 1 owns player 0 and listens on 7000.
cargo run -- --debug-match --players 2 --local-port 7000 \
  --net-player 0=local --net-player 1=127.0.0.1:7001

# Process 2 owns player 1 and listens on 7001.
cargo run -- --debug-match --players 2 --local-port 7001 \
  --net-player 0=127.0.0.1:7000 --net-player 1=local

Production Build

Production builds use the production Cargo profile and do not dynamically link Bevy or Rust. Development builds retain Bevy dynamic linking for faster iteration. Cargo stores the production profile under target/production, separate from development artifacts under target/debug.

cargo run --locked \
  --bin process-assets --no-default-features --features debug_features
cargo build --locked \
  --profile production --no-default-features --features debug_features

The asset preprocessing command must be run from the repository root. It populates imported_assets/Default, which is then consumed by the production game without running the asset processor at startup.