feat: add export / file packing
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@@ -118,6 +118,16 @@ cmake --build build --target ValidateShaders
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`CookAssets` processes both engine and game assets. `CleanupAssets` removes generated runtime asset output.
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`ValidateShaders` runs `spirv-val` over the cooked engine shaders when the Vulkan SDK provides it.
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Export a folder other people can run (the game, its DLLs and every cooked asset packed into one `assets.dpak`):
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```bash
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cmake --build build --config Release --target Export
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```
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It ends up in `build/export/Release/lightkeeper/`, plus a `lightkeeper.zip` next to it. On Windows, `export.bat` does
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the same and opens the folder. `TheChef --list build/export/Release/lightkeeper/assets.dpak` shows what takes up the
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space. See `docs/CookedAssets.md`.
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Install the application, engine library, public headers, and runtime assets:
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```bash
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