sharing 7/7: Game modes export (widget, headless startscript, CI workflow) - #8095
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Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
📚 The sharing stack — review bottom-up
Note
Part of native stack #8411 (feature tracking: #8412). Merges bottom-up through the GitHub stacked-PR UI once the type-migration stack (#8398) is in.
Each PR is file-partitioned: every file appears in exactly one PR in its final
sharing_tabform, so each PR's diff is byte-identical to that branch. Regenerated deterministically byjust bar::sharing-split.Summary (LLM-generated, claude-opus-4-6)
Adds the export pipeline that makes game mode presets available to out-of-engine consumers (the SPADS ModeCommand plugin). A LuaUI widget (
export_game_modes.lua) collects modoption defaults by section, overlays eachmodes/<category>/*.luapreset to build effective modOptions (with locked flags), and writes the result as structured JSON (game_modes.json, schemaVersion 1). A headless startscript enables the widget viadebugcommands, runs/exportgamemodes, and quits. The CI workflow (export_game_modes.yml) runs on push tostable/masterandworkflow_dispatch, resolving the engine from launcher config, runningspring-headless --isolation, validating the output, and publishing channel-rolling (game_modes-stable.json/game_modes-test.json) or commit-pinned assets to agame-modesGitHub release.