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hyper-tps / scripts / engine.sh

22 lines · bash ref:
# engine.sh — the ONE place the dev engine path lives. SOURCE it, do not run it.
#
#   . "$(dirname "$0")/engine.sh"      # sets GODOT (unless HYPER_TPS_GODOT is set)
#
# WHY ONE FILE. Eight dev scripts each hardcoded their own default. When
# dev-editor.sh moved to 4.8 (c2af045), dev-run.sh stayed on the 4.7 v2 build,
# and map_mountain then failed to load mountain_voronoi3.tscn in the game while
# the same scene opened fine in the editor: 4.7 has no VisualShaderNodeGroupInput.
#
# THE DEV ENGINE IS THE CI ENGINE: nvidia-rtx-godot-v3 @ linux-rtx-v3-dev, which since
# 2026-09-29 includes upstream #99404 (VisualShader node groups, 4480abf76b) -- the
# groups branch was fast-forwarded into v3-dev and the editor, the linux
# template_release and the windows template_release were all rebuilt from it. So dev
# scripts, CI's export and the shipped templates run ONE engine again, and a bridged
# material with node groups (voronoi3/voronoi5) loads in all of them.
# (nvidia-rtx-godot-v3-groups still exists, at the same commit; nothing uses it.)
#
# HYPER_TPS_GODOT overrides, as before.

HYPER_TPS_ENGINE_ROOT="${HYPER_TPS_ENGINE_ROOT:-/storage/projects/code/godot/nvidia-rtx-godot-v3}"
GODOT="${HYPER_TPS_GODOT:-$HYPER_TPS_ENGINE_ROOT/bin/godot.linuxbsd.editor.x86_64}"