Closed greenkeeper[bot] closed 7 years ago
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Electron-builder project goal is to simplify Electron development and provide easy way to package and build ready for distribution Electron apps. Result that meets high standards. Without compromises. Now electron-builder produces ASAR integrity data as part of build. Because code signing is broken by design on Windows and on macOS doesn't suitable to sign Electron applications. More details.
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electron-updater
2.0.0 released.
No more any difference compared to windows version.
Wants more? Stay tuned — lzma2 instead of zip or even direct support of DMG as update file is coming.
Be aware — feedback and testing is wanted.
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AppX assets need to be placed in the appx
folder in the buildResources folder (by default this is build
).
The assets should follow these naming conventions:
StoreLogo.png
Square150x150Logo.png
Square44x44Logo.png
BadgeLogo.png
Wide310x150Logo.png
LargeTile.png
SmallTile.png
SplashScreen.png
All official AppX asset types are supported by the build process. These assets can include scaled assets by using target size
and scale
in the name. See https://docs.microsoft.com/en-us/windows/uwp/controls-and-patterns/tiles-and-notifications-app-assets for more information.
Default assets will be used for Logo
, Square150x150Logo
, Square44x44Logo
and Wide310x150Logo
if not provided. For assets marked [Optional]
, these assets will not be listed in the manifest file if not provided.
BREAKING CHANGE: Support for assets being provided in the default build
directory with the names 44x44.png
, 50x50.png
, 150x150.png
, 310x150.png
is dropped. Please move your assets to the build/appxAssets
folder and name them according to the convention above. In general it violates our rules — should be at least one major release before final drop, but.
node-gyp-rebuild
as electron-buider node-gyp-rebuild
nowSpecial thanks to all contributors to this release:
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macOS Sierra 10.12 is fully supported on CI server to code sign.
Recommended to explicitly set osx_image: xcode8.3
in your .travis.yml
or upgrade your custom macOS CI server to macOS Sierra 10.12.
No — it is not a feature. It is bad smell. No, not only Microsoft can implement bad and weird tools and introduce yet another bunches of regressions each release. We are hope that all your issues regarding to codesign macOS application are fixed now.
Another important update — no anymore graphicsmagick
dependency if you want to build Linux on macOS. You can remove it to speed up CI build time.
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If you want to build on macOS application for windows, you need to install ... no. Nothing. No need to pollute your developer machine or waste build time on CI server. All required system dependencies (including wine) will be downloaded for you. Except mono
, but Squirrel.Windows
target in the maintenance mode :)
macOS Sierra (10.12+) is supported, on Travis please set osx_image: xcode8.3
.
No plans to support Linux in this way — because for Linux special docker images are provided already.
Yes, it means, that if your app doesn't have native dependencies, you don't need AppVeyor anymore, you can build app for windows on macOS Travis.
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Historically, afterPack
user handler was called after code signing of main Windows executable. Now this behaviour changed to be more consistent and expected — Windows executable is signed after user afterPack
handler.
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If you app has native dependencies — you can expect a little bit smaller size because now prebuild-install
and nan
are not included into the production build (because not required).
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Thanks to our sponsors:
Version 16.4.1 of electron-builder just got published.
The version 16.4.1 is not covered by your current version range.
Without accepting this pull request your project will work just like it did before. There might be a bunch of new features, fixes and perf improvements that the maintainers worked on for you though.
I recommend you look into these changes and try to get onto the latest version of electron-builder. Given that you have a decent test suite, a passing build is a strong indicator that you can take advantage of these changes by merging the proposed change into your project. Otherwise this branch is a great starting point for you to work on the update.
Release Notes
16.4.1Bug Fixes
Not sure how things should work exactly?
There is a collection of [frequently asked questions](https://greenkeeper.io/faq.html) and of course you may always [ask my humans](https://github.com/greenkeeperio/greenkeeper/issues/new).Your Greenkeeper Bot :palm_tree: