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Move CI builds to Godot 4.2, added Float64 builds on Windows
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Zylann committed Dec 31, 2023
1 parent 6ca40ba commit 922687f
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Showing 5 changed files with 39 additions and 29 deletions.
4 changes: 2 additions & 2 deletions .github/workflows/extension_windows.yml
Original file line number Diff line number Diff line change
Expand Up @@ -23,13 +23,13 @@ jobs:
strategy:
matrix:
include:
- name: Editor build
- name: master Editor
target: editor
dev_build: no
#cache_action: actions/cache@v3
executable_name: libvoxel.windows.editor.x86_64.dll

- name: Release build
- name: master Release
target: template_release
dev_build: no
#cache_action: actions/cache@v3
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30 changes: 16 additions & 14 deletions .github/workflows/linux.yml
Original file line number Diff line number Diff line change
Expand Up @@ -17,8 +17,9 @@ jobs:
strategy:
matrix:
include:
# Just to check if building still works in that version
- name: Editor debug build (4.0)
# --- Check past and future Godot versions ---

- name: 4.0 Editor Debug
precision: single
target: editor
dev_build: yes
Expand All @@ -31,55 +32,56 @@ jobs:
# There might be other issues cropping up, since there doesn't seem to be an official CI checking this.
warnings: all

# Just to check if building works in Godot master
- name: Editor debug build (master)
- name: 4.1 Editor Debug
precision: single
target: editor
dev_build: yes
#dev_mode: yes # Flags specified manually. We want extra checks but we don't want to compile tests
production: no
executable_name: godot.linuxbsd.editor.dev.x86_64
godot_base_branch: "master"
godot_base_branch: "4.1"
warnings: extra

- name: Editor debug build
- name: master Editor Debug
precision: single
target: editor
dev_build: yes
#dev_mode: yes # Flags specified manually. We want extra checks but we don't want to compile tests
production: no
executable_name: godot.linuxbsd.editor.dev.x86_64
godot_base_branch: "4.1"
godot_base_branch: "master"
warnings: extra

- name: Editor build
# --- Builds with artifacts ---

- name: 4.2 Editor
precision: single
target: editor
dev_build: no
#dev_mode: no
production: yes
executable_name: godot.linuxbsd.editor.x86_64
godot_base_branch: "4.1"
godot_base_branch: "4.2"
warnings: extra

- name: Template build
- name: 4.2 Template
precision: single
target: template_release
dev_build: no
#dev_mode: no
production: yes
executable_name: godot.linuxbsd.template_release.x86_64
godot_base_branch: "4.1"
godot_base_branch: "4.2"
warnings: extra

- name: Editor build with 64-bit floats
- name: 4.2 Editor Float64
precision: double
target: editor
dev_build: no
#dev_mode: no
production: yes
executable_name: godot.linuxbsd.editor.double.x86_64
godot_base_branch: "4.1"
godot_base_branch: "4.2"
warnings: extra

steps:
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8 changes: 4 additions & 4 deletions .github/workflows/macos.yml
Original file line number Diff line number Diff line change
Expand Up @@ -18,15 +18,15 @@ jobs:
strategy:
matrix:
include:
- name: Editor build
- name: 4.2 Editor
target: editor
executable_name: godot.macos.editor.x86_64
godot_base_branch: "4.1"
godot_base_branch: "4.2"

- name: Release build
- name: 4.2 Template
target: template_release
executable_name: godot.macos.template_release.x86_64
godot_base_branch: "4.1"
godot_base_branch: "4.2"

steps:
# Clone Godot
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2 changes: 1 addition & 1 deletion .github/workflows/mono.yml
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@ on:

# Global Cache Settings
env:
GODOT_BASE_BRANCH: "4.1"
GODOT_BASE_BRANCH: "4.2"
SCONS_CACHE_LIMIT: 4096

jobs:
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24 changes: 16 additions & 8 deletions .github/workflows/windows.yml
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ on:
# Global Cache Settings
# SCONS_CACHE for windows must be set in the build environment
env:
GODOT_BASE_BRANCH: "4.1"
GODOT_BASE_BRANCH: "4.2"
SCONS_CACHE_MSVC_CONFIG: true
SCONS_CACHE_LIMIT: 4096

Expand All @@ -21,13 +21,21 @@ jobs:
strategy:
matrix:
include:
- name: Editor build
- name: 4.2 Editor
target: editor
precision: single
#cache_action: actions/cache@v3
executable_name: godot.windows.editor.x86_64.exe

- name: Release build
- name: 4.2 Editor Float64
target: editor
precision: double
#cache_action: actions/cache@v3
executable_name: godot.windows.editor.double.x86_64.exe

- name: 4.2 Template
target: template_release
precision: single
# I don't remember why this one used a different action in the past?
# Either way, Github Actions does not support matrix variables in `uses` yet.
# See https://github.com/orgs/community/discussions/9049
Expand All @@ -54,11 +62,11 @@ jobs:
uses: actions/cache@v3
with:
path: /.scons_cache/
key: ${{github.job}}-${{matrix.target}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}}
key: ${{matrix.executable_name}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}}
restore-keys: |
${{github.job}}-${{matrix.target}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}}
${{github.job}}-${{matrix.target}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}
${{github.job}}-${{matrix.target}}-${{env.GODOT_BASE_BRANCH}}
${{matrix.executable_name}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}}
${{matrix.executable_name}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}
${{matrix.executable_name}}-${{env.GODOT_BASE_BRANCH}}
# Use python 3.x release (works cross platform; best to keep self contained in it's own step)
- name: Set up Python 3.x
Expand All @@ -84,7 +92,7 @@ jobs:
env:
SCONS_CACHE: /.scons_cache/
run: |
scons -j2 verbose=yes warnings=all werror=yes platform=windows tests=no target=${{matrix.target}} dev_build=no
scons -j2 verbose=yes warnings=all werror=yes platform=windows tests=no target=${{matrix.target}} dev_build=no precision=${{matrix.precision}}
# Make build available
- uses: actions/upload-artifact@v3
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