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ci(fork_release): publish the Windows export template under a discoverable name - #2

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krazyjakee wants to merge 1 commit into
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krazyjakee:fix-windows-template-asset-name
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ci(fork_release): publish the Windows export template under a discoverable name#2
krazyjakee wants to merge 1 commit into
albertok:mainfrom
krazyjakee:fix-windows-template-asset-name

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The fork release publishes the Windows export template artifact (windows-template, target=template_release) under the asset name Godot_v<ver>_win64.console.zip.

That name reads like a console editor build, so the Windows export template is effectively undiscoverable — every other platform names its template clearly (…​.template_release.x86_64 for Linux, …​_macos.template_release.universal for macOS), but a user looking for the Windows template sees only _win64 (the editor) and _win64.console and has no reason to open the latter.

In fact the zip already contains exactly what people need:

godot.windows.template_release.x86_64.exe          (the GUI export template)
godot.windows.template_release.x86_64.console.exe  (its console companion)
D3D12Core.dll
d3d12SDKLayers.dll

This renames the published asset from _win64.console to _win64.template_release, matching the naming used for the Linux/macOS templates and making the Windows export template usable without guessing. Contents are unchanged (the console .exe still ships alongside the GUI template, as in official Godot).

Why it matters: consumers of these stepping-physics builds (e.g. exporting a game that needs PhysicsServer3D.space_step) currently cannot ship a Windows build because the export template appears to be missing — it is just mislabeled.

One-line change in .github/workflows/fork_release.yml:

-              windows-template) out="Godot_v${VERSION}_win64.console" ;;
+              windows-template) out="Godot_v${VERSION}_win64.template_release" ;;

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