From 41a81f5360d231b4da75ef6debf42bdb39404b78 Mon Sep 17 00:00:00 2001 From: Thaddeus Crews Date: Mon, 8 Jul 2024 10:41:20 -0500 Subject: [PATCH] Style: Format yaml files --- .github/ISSUE_TEMPLATE/bug_report.yml | 126 +++++++++--------- .github/actions/download-artifact/action.yml | 8 +- .github/actions/godot-api-dump/action.yml | 8 +- .github/actions/godot-build/action.yml | 18 +-- .../actions/godot-cache-restore/action.yml | 19 +-- .github/actions/godot-cache-save/action.yml | 11 +- .../actions/godot-converter-test/action.yml | 4 +- .github/actions/godot-deps/action.yml | 10 +- .github/actions/godot-project-test/action.yml | 4 +- .github/actions/upload-artifact/action.yml | 8 +- .github/workflows/android_builds.yml | 7 +- .github/workflows/godot_cpp_test.yml | 25 ++-- .github/workflows/ios_builds.yml | 7 +- .github/workflows/linux_builds.yml | 55 ++++---- .github/workflows/macos_builds.yml | 17 +-- .github/workflows/runner.yml | 11 +- .github/workflows/static_checks.yml | 4 +- .github/workflows/web_builds.yml | 17 +-- .github/workflows/windows_builds.yml | 21 +-- .pre-commit-config.yaml | 21 +-- 20 files changed, 211 insertions(+), 190 deletions(-) diff --git a/.github/ISSUE_TEMPLATE/bug_report.yml b/.github/ISSUE_TEMPLATE/bug_report.yml index 7ffae10a2aa..6803d9afd52 100644 --- a/.github/ISSUE_TEMPLATE/bug_report.yml +++ b/.github/ISSUE_TEMPLATE/bug_report.yml @@ -1,72 +1,72 @@ name: Bug report description: Report a bug in Godot + body: + - type: markdown + attributes: + value: | + When reporting bugs, please follow the guidelines in this template. This helps identify the problem precisely and thus enables contributors to fix it faster. + - Write a descriptive issue title above. + - The golden rule is to **always open *one* issue for *one* bug**. If you notice several bugs and want to report them, make sure to create one new issue for each of them. + - Search [open](https://github.com/godotengine/godot/issues) and [closed](https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aclosed) issues to ensure it has not already been reported. If you don't find a relevant match or if you're unsure, don't hesitate to **open a new issue**. The bugsquad will handle it from there if it's a duplicate. + - Verify that you are using a [supported Godot version](https://docs.godotengine.org/en/latest/about/release_policy.html). Please always check if your issue is reproducible in the latest version – it may already have been fixed! + - If you use a custom build, please test if your issue is reproducible in official builds too. Likewise if you use any C++ modules, GDExtensions, or editor plugins, you should check if the bug is reproducible in a project without these. -- type: markdown - attributes: - value: | - When reporting bugs, please follow the guidelines in this template. This helps identify the problem precisely and thus enables contributors to fix it faster. - - Write a descriptive issue title above. - - The golden rule is to **always open *one* issue for *one* bug**. If you notice several bugs and want to report them, make sure to create one new issue for each of them. - - Search [open](https://github.com/godotengine/godot/issues) and [closed](https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aclosed) issues to ensure it has not already been reported. If you don't find a relevant match or if you're unsure, don't hesitate to **open a new issue**. The bugsquad will handle it from there if it's a duplicate. - - Verify that you are using a [supported Godot version](https://docs.godotengine.org/en/latest/about/release_policy.html). Please always check if your issue is reproducible in the latest version – it may already have been fixed! - - If you use a custom build, please test if your issue is reproducible in official builds too. Likewise if you use any C++ modules, GDExtensions, or editor plugins, you should check if the bug is reproducible in a project without these. + - type: textarea + attributes: + label: Tested versions + description: | + To properly fix a bug, we need to identify if the bug was recently introduced in the engine, or if it was always present. + - Please specify the Godot version you found the issue in, including the **Git commit hash** if using a development or non-official build. The exact Godot version (including the commit hash) can be copied by clicking the version shown in the editor (bottom bar) or in the project manager (top bar). + - If you can, **please test earlier Godot versions** (previous stable branch, and development snapshots of the current feature release) and, if applicable, newer versions (development snapshots for the next feature release). Mention whether the bug is reproducible or not in the versions you tested. You can find all Godot releases in our [download archive](https://godotengine.org/download/archive/). + - The aim is for us to identify whether a bug is a **regression**, i.e. an issue that didn't exist in a previous version, but was introduced later on, breaking existing functionality. For example, if a bug is reproducible in 4.2.stable but not in 4.1.stable, we would like you to test intermediate 4.2 dev and beta snapshots to find which snapshot is the first one where the issue can be reproduced. + placeholder: | -- type: textarea - attributes: - label: Tested versions - description: | - To properly fix a bug, we need to identify if the bug was recently introduced in the engine, or if it was always present. - - Please specify the Godot version you found the issue in, including the **Git commit hash** if using a development or non-official build. The exact Godot version (including the commit hash) can be copied by clicking the version shown in the editor (bottom bar) or in the project manager (top bar). - - If you can, **please test earlier Godot versions** (previous stable branch, and development snapshots of the current feature release) and, if applicable, newer versions (development snapshots for the next feature release). Mention whether the bug is reproducible or not in the versions you tested. You can find all Godot releases in our [download archive](https://godotengine.org/download/archive/). - - The aim is for us to identify whether a bug is a **regression**, i.e. an issue that didn't exist in a previous version, but was introduced later on, breaking existing functionality. For example, if a bug is reproducible in 4.2.stable but not in 4.1.stable, we would like you to test intermediate 4.2 dev and beta snapshots to find which snapshot is the first one where the issue can be reproduced. - placeholder: | + - Reproducible in: 4.3.dev [d76c1d0e5], 4.2.stable, 4.2.dev5 and later 4.2 snapshots. + - Not reproducible in: 4.1.3.stable, 4.2.dev4 and earlier 4.2 snapshots. + validations: + required: true - - Reproducible in: 4.3.dev [d76c1d0e5], 4.2.stable, 4.2.dev5 and later 4.2 snapshots. - - Not reproducible in: 4.1.3.stable, 4.2.dev4 and earlier 4.2 snapshots. - validations: - required: true + - type: input + attributes: + label: System information + description: | + - Specify the OS version, and when relevant hardware information. + - For issues that are likely OS-specific and/or graphics-related, please specify the CPU model and architecture. + - For graphics-related issues, specify the GPU model, driver version, and the rendering backend (GLES2, GLES3, Vulkan). + - **Bug reports not including the required information may be closed at the maintainers' discretion.** If in doubt, always include all the requested information; it's better to include too much information than not enough information. + - **Starting from Godot 4.1, you can copy this information to your clipboard by using *Help > Copy System Info* at the top of the editor window.** + placeholder: Windows 10 - Godot v4.0.3.stable - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 970 (nvidia, 510.85.02) - Intel Core i7-10700KF CPU @ 3.80GHz (16 Threads) + validations: + required: true -- type: input - attributes: - label: System information - description: | - - Specify the OS version, and when relevant hardware information. - - For issues that are likely OS-specific and/or graphics-related, please specify the CPU model and architecture. - - For graphics-related issues, specify the GPU model, driver version, and the rendering backend (GLES2, GLES3, Vulkan). - - **Bug reports not including the required information may be closed at the maintainers' discretion.** If in doubt, always include all the requested information; it's better to include too much information than not enough information. - - **Starting from Godot 4.1, you can copy this information to your clipboard by using *Help > Copy System Info* at the top of the editor window.** - placeholder: Windows 10 - Godot v4.0.3.stable - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 970 (nvidia, 510.85.02) - Intel Core i7-10700KF CPU @ 3.80GHz (16 Threads) - validations: - required: true + - type: textarea + attributes: + label: Issue description + description: | + Describe your issue briefly. What doesn't work, and how do you expect it to work instead? + You can include images or videos with drag and drop, and format code blocks or logs with \`\`\` tags, on separate lines before and after the text. (Use \`\`\`gdscript to add GDScript syntax highlighting.) + Please do not add code examples or error messages as screenshots, but as text, this helps searching for issues and testing the code. If you are reporting a bug in the editor interface, like the script editor, please provide both a screenshot *and* the text of the code to help with testing. + validations: + required: true -- type: textarea - attributes: - label: Issue description - description: | - Describe your issue briefly. What doesn't work, and how do you expect it to work instead? - You can include images or videos with drag and drop, and format code blocks or logs with \`\`\` tags, on separate lines before and after the text. (Use \`\`\`gdscript to add GDScript syntax highlighting.) - Please do not add code examples or error messages as screenshots, but as text, this helps searching for issues and testing the code. If you are reporting a bug in the editor interface, like the script editor, please provide both a screenshot *and* the text of the code to help with testing. - validations: - required: true + - type: textarea + attributes: + label: Steps to reproduce + description: | + List of steps or sample code that reproduces the issue. Having reproducible issues is a prerequisite for contributors to be able to solve them. + If you include a minimal reproduction project below, you can detail how to use it here. + validations: + required: true -- type: textarea - attributes: - label: Steps to reproduce - description: | - List of steps or sample code that reproduces the issue. Having reproducible issues is a prerequisite for contributors to be able to solve them. - If you include a minimal reproduction project below, you can detail how to use it here. - validations: - required: true - -- type: textarea - attributes: - label: Minimal reproduction project (MRP) - description: | - - A small Godot project which reproduces the issue, with no unnecessary files included. Be sure to not include the `.godot` folder in the archive (but keep `project.godot`). - - Having an MRP is very important for contributors to be able to reproduce the bug in the same way that you are experiencing it. When testing a potential fix for the issue, contributors will use the MRP to validate that the fix is working as intended. - - If the reproduction steps are not project dependent (e.g. the bug is visible in a brand new project), you can write "N/A" in the field. - - Drag and drop a ZIP archive to upload it (max 10 MB). **Do not select another field until the project is done uploading.** - - **Note for C# users:** If your issue is *not* C#-specific, please upload a minimal reproduction project written in GDScript. This will make it easier for contributors to reproduce the issue locally as not everyone has a .NET setup available. - validations: - required: true + - type: textarea + attributes: + label: Minimal reproduction project (MRP) + description: | + - A small Godot project which reproduces the issue, with no unnecessary files included. Be sure to not include the `.godot` folder in the archive (but keep `project.godot`). + - Having an MRP is very important for contributors to be able to reproduce the bug in the same way that you are experiencing it. When testing a potential fix for the issue, contributors will use the MRP to validate that the fix is working as intended. + - If the reproduction steps are not project dependent (e.g. the bug is visible in a brand new project), you can write "N/A" in the field. + - Drag and drop a ZIP archive to upload it (max 10 MB). **Do not select another field until the project is done uploading.** + - **Note for C# users:** If your issue is *not* C#-specific, please upload a minimal reproduction project written in GDScript. This will make it easier for contributors to reproduce the issue locally as not everyone has a .NET setup available. + validations: + required: true diff --git a/.github/actions/download-artifact/action.yml b/.github/actions/download-artifact/action.yml index 534b3251c5c..c2a3d777c41 100644 --- a/.github/actions/download-artifact/action.yml +++ b/.github/actions/download-artifact/action.yml @@ -1,15 +1,17 @@ name: Download Godot artifact description: Download the Godot artifact. + inputs: name: description: The artifact name. - default: "${{ github.job }}" + default: ${{ github.job }} path: description: The path to download and extract to. required: true - default: "./" + default: ./ + runs: - using: "composite" + using: composite steps: - name: Download Godot Artifact uses: actions/download-artifact@v4 diff --git a/.github/actions/godot-api-dump/action.yml b/.github/actions/godot-api-dump/action.yml index 77306886617..dee70298c4b 100644 --- a/.github/actions/godot-api-dump/action.yml +++ b/.github/actions/godot-api-dump/action.yml @@ -1,11 +1,13 @@ name: Dump Godot API description: Dump Godot API for GDExtension + inputs: bin: description: The path to the Godot executable required: true + runs: - using: "composite" + using: composite steps: # Dump GDExtension interface and API - name: Dump GDExtension interface and API for godot-cpp build @@ -19,5 +21,5 @@ runs: - name: Upload API dump uses: ./.github/actions/upload-artifact with: - name: 'godot-api-dump' - path: './godot-api/*' + name: godot-api-dump + path: ./godot-api/* diff --git a/.github/actions/godot-build/action.yml b/.github/actions/godot-build/action.yml index 61613d26289..93d6f076b72 100644 --- a/.github/actions/godot-build/action.yml +++ b/.github/actions/godot-build/action.yml @@ -1,9 +1,10 @@ name: Build Godot description: Build Godot with the provided options. + inputs: target: description: Build target (editor, template_release, template_debug). - default: "editor" + default: editor tests: description: Unit tests. default: false @@ -13,25 +14,26 @@ inputs: required: false sconsflags: description: Additional SCons flags. - default: "" + default: '' required: false scons-cache: description: The SCons cache path. - default: "${{ github.workspace }}/.scons-cache/" + default: ${{ github.workspace }}/.scons-cache/ scons-cache-limit: description: The SCons cache size limit. # actions/cache has 10 GiB limit, and GitHub runners have a 14 GiB disk. # Limit to 7 GiB to avoid having the extracted cache fill the disk. default: 7168 + runs: - using: "composite" + using: composite steps: - - name: Scons Build + - name: SCons Build shell: sh env: - SCONSFLAGS: ${{ inputs.sconsflags }} - SCONS_CACHE: ${{ inputs.scons-cache }} - SCONS_CACHE_LIMIT: ${{ inputs.scons-cache-limit }} + SCONSFLAGS: ${{ inputs.sconsflags }} + SCONS_CACHE: ${{ inputs.scons-cache }} + SCONS_CACHE_LIMIT: ${{ inputs.scons-cache-limit }} run: | echo "Building with flags:" platform=${{ inputs.platform }} target=${{ inputs.target }} tests=${{ inputs.tests }} ${{ env.SCONSFLAGS }} diff --git a/.github/actions/godot-cache-restore/action.yml b/.github/actions/godot-cache-restore/action.yml index eb955affef9..7abec20a282 100644 --- a/.github/actions/godot-cache-restore/action.yml +++ b/.github/actions/godot-cache-restore/action.yml @@ -3,18 +3,19 @@ description: Restore Godot build cache. inputs: cache-name: description: The cache base name (job name by default). - default: "${{github.job}}" + default: ${{ github.job }} scons-cache: description: The SCons cache path. - default: "${{github.workspace}}/.scons-cache/" + default: ${{ github.workspace }}/.scons-cache/ + runs: - using: "composite" + using: composite steps: - name: Restore SCons cache directory uses: actions/cache/restore@v4 with: - path: ${{inputs.scons-cache}} - key: ${{inputs.cache-name}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}} + path: ${{ inputs.scons-cache }} + key: ${{ inputs.cache-name }}-${{ env.GODOT_BASE_BRANCH }}-${{ github.ref }}-${{ github.sha }} # We try to match an existing cache to restore from it. Each potential key is checked against # all existing caches as a prefix. E.g. 'linux-template-minimal' would match any cache that @@ -28,7 +29,7 @@ runs: # 4. A partial match for the same base branch only (not ideal, matches any PR with the same base branch). restore-keys: | - ${{inputs.cache-name}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}} - ${{inputs.cache-name}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}} - ${{inputs.cache-name}}-${{env.GODOT_BASE_BRANCH}}-refs/heads/${{env.GODOT_BASE_BRANCH}} - ${{inputs.cache-name}}-${{env.GODOT_BASE_BRANCH}} + ${{ inputs.cache-name }}-${{ env.GODOT_BASE_BRANCH }}-${{ github.ref }}-${{ github.sha }} + ${{ inputs.cache-name }}-${{ env.GODOT_BASE_BRANCH }}-${{ github.ref }} + ${{ inputs.cache-name }}-${{ env.GODOT_BASE_BRANCH }}-refs/heads/${{ env.GODOT_BASE_BRANCH }} + ${{ inputs.cache-name }}-${{ env.GODOT_BASE_BRANCH }} diff --git a/.github/actions/godot-cache-save/action.yml b/.github/actions/godot-cache-save/action.yml index b7cbf91f94f..df877cec67b 100644 --- a/.github/actions/godot-cache-save/action.yml +++ b/.github/actions/godot-cache-save/action.yml @@ -3,15 +3,16 @@ description: Save Godot build cache. inputs: cache-name: description: The cache base name (job name by default). - default: "${{github.job}}" + default: ${{ github.job }} scons-cache: description: The SCons cache path. - default: "${{github.workspace}}/.scons-cache/" + default: ${{ github.workspace }}/.scons-cache/ + runs: - using: "composite" + using: composite steps: - name: Save SCons cache directory uses: actions/cache/save@v4 with: - path: ${{inputs.scons-cache}} - key: ${{inputs.cache-name}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}} + path: ${{ inputs.scons-cache }} + key: ${{ inputs.cache-name }}-${{ env.GODOT_BASE_BRANCH }}-${{ github.ref }}-${{ github.sha }} diff --git a/.github/actions/godot-converter-test/action.yml b/.github/actions/godot-converter-test/action.yml index 919a76e6937..ffd558d98b1 100644 --- a/.github/actions/godot-converter-test/action.yml +++ b/.github/actions/godot-converter-test/action.yml @@ -1,11 +1,13 @@ name: Test Godot project converter description: Test the Godot project converter. + inputs: bin: description: The path to the Godot executable required: true + runs: - using: "composite" + using: composite steps: - name: Test 3-to-4 conversion shell: sh diff --git a/.github/actions/godot-deps/action.yml b/.github/actions/godot-deps/action.yml index 99404657c63..eb9bdef1e77 100644 --- a/.github/actions/godot-deps/action.yml +++ b/.github/actions/godot-deps/action.yml @@ -1,17 +1,19 @@ name: Setup Python and SCons description: Setup Python, install the pip version of SCons. + inputs: python-version: description: The Python version to use. - default: "3.x" + default: 3.x python-arch: description: The Python architecture. - default: "x64" + default: x64 scons-version: description: The SCons version to use. - default: "4.8.0" + default: 4.8.0 + runs: - using: "composite" + using: composite steps: - name: Set up Python 3.x uses: actions/setup-python@v5 diff --git a/.github/actions/godot-project-test/action.yml b/.github/actions/godot-project-test/action.yml index fd8c024a37d..36448cd50ae 100644 --- a/.github/actions/godot-project-test/action.yml +++ b/.github/actions/godot-project-test/action.yml @@ -1,11 +1,13 @@ name: Test Godot project description: Run the test Godot project. + inputs: bin: description: The path to the Godot executable required: true + runs: - using: "composite" + using: composite steps: # Download and extract zip archive with project, folder is renamed to be able to easy change used project - name: Download test project diff --git a/.github/actions/upload-artifact/action.yml b/.github/actions/upload-artifact/action.yml index 80c680103d3..8524afdf593 100644 --- a/.github/actions/upload-artifact/action.yml +++ b/.github/actions/upload-artifact/action.yml @@ -1,15 +1,17 @@ name: Upload Godot artifact description: Upload the Godot artifact. + inputs: name: description: The artifact name. - default: "${{ github.job }}" + default: ${{ github.job }} path: description: The path to upload. required: true - default: "bin/*" + default: bin/* + runs: - using: "composite" + using: composite steps: - name: Upload Godot Artifact uses: actions/upload-artifact@v4 diff --git a/.github/workflows/android_builds.yml b/.github/workflows/android_builds.yml index 2f49f84e90c..43e709e24ae 100644 --- a/.github/workflows/android_builds.yml +++ b/.github/workflows/android_builds.yml @@ -9,12 +9,12 @@ env: SCONSFLAGS: verbose=yes warnings=extra werror=yes debug_symbols=no module_text_server_fb_enabled=yes strict_checks=yes concurrency: - group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-android + group: ci-${{ github.actor }}-${{ github.head_ref || github.run_number }}-${{ github.ref }}-android cancel-in-progress: true jobs: build-android: - runs-on: "ubuntu-20.04" + runs-on: ubuntu-20.04 name: ${{ matrix.name }} strategy: fail-fast: false @@ -39,7 +39,8 @@ jobs: sconsflags: arch=arm64 steps: - - uses: actions/checkout@v4 + - name: Checkout + uses: actions/checkout@v4 with: submodules: recursive diff --git a/.github/workflows/godot_cpp_test.yml b/.github/workflows/godot_cpp_test.yml index e3223c799be..61bb0d1d8d8 100644 --- a/.github/workflows/godot_cpp_test.yml +++ b/.github/workflows/godot_cpp_test.yml @@ -7,18 +7,19 @@ env: # Used for the cache key. Add version suffix to force clean build. GODOT_BASE_BRANCH: master # Used for the godot-cpp checkout. - GODOT_CPP_BRANCH: '4.3' + GODOT_CPP_BRANCH: 4.3 concurrency: - group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-cpp-tests + group: ci-${{ github.actor }}-${{ github.head_ref || github.run_number }}-${{ github.ref }}-cpp-tests cancel-in-progress: true jobs: godot-cpp-tests: - runs-on: "ubuntu-20.04" - name: "Build and test Godot CPP" + runs-on: ubuntu-20.04 + name: Build and test Godot CPP steps: - - uses: actions/checkout@v4 + - name: Checkout + uses: actions/checkout@v4 with: submodules: recursive @@ -31,15 +32,15 @@ jobs: with: repository: godotengine/godot-cpp ref: ${{ env.GODOT_CPP_BRANCH }} - submodules: 'recursive' - path: 'godot-cpp' + submodules: recursive + path: godot-cpp # Download generated API dump - name: Download GDExtension interface and API dump uses: ./.github/actions/download-artifact with: - name: 'godot-api-dump' - path: './godot-api' + name: godot-api-dump + path: ./godot-api # Extract and override existing files with generated files - name: Extract GDExtension interface and API dump @@ -58,11 +59,11 @@ jobs: cd ../.. gdextension-c-compile: - runs-on: "ubuntu-20.04" - name: "Check GDExtension header with a C compiler" + runs-on: 'ubuntu-20.04' + name: 'Check GDExtension header with a C compiler' steps: - uses: actions/checkout@v4 - - name: "Run C compiler on gdextension_interface.h" + - name: 'Run C compiler on gdextension_interface.h' run: | gcc -c core/extension/gdextension_interface.h diff --git a/.github/workflows/ios_builds.yml b/.github/workflows/ios_builds.yml index 207219f9f44..8513429f9a6 100644 --- a/.github/workflows/ios_builds.yml +++ b/.github/workflows/ios_builds.yml @@ -9,16 +9,17 @@ env: SCONSFLAGS: verbose=yes warnings=extra werror=yes debug_symbols=no module_text_server_fb_enabled=yes strict_checks=yes concurrency: - group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-ios + group: ci-${{ github.actor }}-${{ github.head_ref || github.run_number }}-${{ github.ref }}-ios cancel-in-progress: true jobs: ios-template: - runs-on: "macos-latest" + runs-on: macos-latest name: Template (target=template_release) steps: - - uses: actions/checkout@v4 + - name: Checkout + uses: actions/checkout@v4 with: submodules: recursive diff --git a/.github/workflows/linux_builds.yml b/.github/workflows/linux_builds.yml index 010a13d9210..dc3d9f37862 100644 --- a/.github/workflows/linux_builds.yml +++ b/.github/workflows/linux_builds.yml @@ -12,12 +12,12 @@ env: TSAN_OPTIONS: suppressions=misc/error_suppressions/tsan.txt concurrency: - group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-linux + group: ci-${{ github.actor }}-${{ github.head_ref || github.run_number }}-${{ github.ref }}-linux cancel-in-progress: true jobs: build-linux: - runs-on: "ubuntu-20.04" + runs-on: ubuntu-20.04 name: ${{ matrix.name }} strategy: fail-fast: false @@ -27,7 +27,7 @@ jobs: cache-name: linux-editor-mono target: editor sconsflags: module_mono_enabled=yes - bin: "./bin/godot.linuxbsd.editor.x86_64.mono" + bin: ./bin/godot.linuxbsd.editor.x86_64.mono build-mono: true tests: false # Disabled due freeze caused by mix Mono build and CI doc-test: true @@ -40,7 +40,7 @@ jobs: target: editor # Debug symbols disabled as they're huge on this build and we hit the 14 GB limit for runners. sconsflags: dev_build=yes scu_build=yes debug_symbols=no precision=double use_asan=yes use_ubsan=yes linker=gold - bin: "./bin/godot.linuxbsd.editor.dev.double.x86_64.san" + bin: ./bin/godot.linuxbsd.editor.dev.double.x86_64.san build-mono: false tests: true proj-test: true @@ -53,7 +53,7 @@ jobs: cache-name: linux-editor-llvm-sanitizers target: editor sconsflags: dev_build=yes use_asan=yes use_ubsan=yes use_llvm=yes linker=lld - bin: "./bin/godot.linuxbsd.editor.dev.x86_64.llvm.san" + bin: ./bin/godot.linuxbsd.editor.dev.x86_64.llvm.san build-mono: false tests: true # Skip 2GiB artifact speeding up action. @@ -66,36 +66,37 @@ jobs: target: editor tests: true sconsflags: dev_build=yes use_tsan=yes use_llvm=yes linker=lld - bin: "./bin/godot.linuxbsd.editor.dev.x86_64.llvm.san" + bin: ./bin/godot.linuxbsd.editor.dev.x86_64.llvm.san build-mono: false # Skip 2GiB artifact speeding up action. artifact: false - - name: Template w/ Mono (target=template_release) + - name: Template w/ Mono (target=template_release, tests=yes) cache-name: linux-template-mono target: template_release - sconsflags: module_mono_enabled=yes tests=yes - bin: "./bin/godot.linuxbsd.template_release.x86_64.mono" + sconsflags: module_mono_enabled=yes + bin: ./bin/godot.linuxbsd.template_release.x86_64.mono build-mono: false tests: true artifact: true - - name: Minimal template (target=template_release, everything disabled) + - name: Minimal template (target=template_release, tests=yes, everything disabled) cache-name: linux-template-minimal target: template_release - sconsflags: modules_enabled_by_default=no disable_3d=yes disable_advanced_gui=yes deprecated=no minizip=no tests=yes - bin: "./bin/godot.linuxbsd.template_release.x86_64" + sconsflags: modules_enabled_by_default=no disable_3d=yes disable_advanced_gui=yes deprecated=no minizip=no + bin: ./bin/godot.linuxbsd.template_release.x86_64 tests: true artifact: true steps: - - uses: actions/checkout@v4 + - name: Checkout + uses: actions/checkout@v4 with: submodules: recursive # Need newer mesa for lavapipe to work properly. - name: Linux dependencies for tests - if: ${{ matrix.proj-test }} + if: matrix.proj-test run: | sudo rm -f /etc/apt/sources.list.d/microsoft-prod.list sudo apt-key adv --keyserver keyserver.ubuntu.com --recv-keys EB8B81E14DA65431D7504EA8F63F0F2B90935439 @@ -120,11 +121,11 @@ jobs: continue-on-error: true - name: Setup Python and SCons - if: ${{ ! matrix.legacy-scons }} + if: '!matrix.legacy-scons' uses: ./.github/actions/godot-deps - name: Setup Python and SCons (legacy versions) - if: ${{ matrix.legacy-scons }} + if: matrix.legacy-scons uses: ./.github/actions/godot-deps with: # Sync with Ensure*Version in SConstruct. @@ -149,48 +150,48 @@ jobs: continue-on-error: true - name: Generate C# glue - if: ${{ matrix.build-mono }} + if: matrix.build-mono run: | ${{ matrix.bin }} --headless --generate-mono-glue ./modules/mono/glue - name: Build .NET solutions - if: ${{ matrix.build-mono }} + if: matrix.build-mono run: | ./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=linuxbsd - name: Prepare artifact - if: ${{ matrix.artifact }} + if: matrix.artifact run: | strip bin/godot.* chmod +x bin/godot.* - name: Upload artifact uses: ./.github/actions/upload-artifact - if: ${{ matrix.artifact }} + if: matrix.artifact with: name: ${{ matrix.cache-name }} - name: Dump Godot API uses: ./.github/actions/godot-api-dump - if: ${{ matrix.api-dump }} + if: matrix.api-dump with: bin: ${{ matrix.bin }} - name: Unit tests - if: ${{ matrix.tests }} + if: matrix.tests run: | ${{ matrix.bin }} --version ${{ matrix.bin }} --help ${{ matrix.bin }} --headless --test --force-colors - name: .NET source generators tests - if: ${{ matrix.build-mono }} + if: matrix.build-mono run: | dotnet test modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests # Check class reference - name: Check for class reference updates - if: ${{ matrix.doc-test }} + if: matrix.doc-test run: | echo "Running --doctool to see if this changes the public API without updating the documentation." echo -e "If a diff is shown, it means that your code/doc changes are incomplete and you should update the class reference with --doctool.\n\n" @@ -199,20 +200,20 @@ jobs: # Check API backwards compatibility - name: Check for GDExtension compatibility - if: ${{ matrix.api-compat }} + if: matrix.api-compat run: | ./misc/scripts/validate_extension_api.sh "${{ matrix.bin }}" # Download and run the test project - name: Test Godot project uses: ./.github/actions/godot-project-test - if: ${{ matrix.proj-test }} + if: matrix.proj-test with: bin: ${{ matrix.bin }} # Test the project converter - name: Test project converter uses: ./.github/actions/godot-converter-test - if: ${{ matrix.proj-conv }} + if: matrix.proj-conv with: bin: ${{ matrix.bin }} diff --git a/.github/workflows/macos_builds.yml b/.github/workflows/macos_builds.yml index 938b25f134f..fcf4b00afb1 100644 --- a/.github/workflows/macos_builds.yml +++ b/.github/workflows/macos_builds.yml @@ -9,12 +9,12 @@ env: SCONSFLAGS: verbose=yes warnings=extra werror=yes module_text_server_fb_enabled=yes strict_checks=yes concurrency: - group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-macos + group: ci-${{ github.actor }}-${{ github.head_ref || github.run_number }}-${{ github.ref }}-macos cancel-in-progress: true jobs: build-macos: - runs-on: "macos-latest" + runs-on: macos-latest name: ${{ matrix.name }} strategy: fail-fast: false @@ -24,17 +24,18 @@ jobs: cache-name: macos-editor target: editor tests: true - bin: "./bin/godot.macos.editor.universal" + bin: ./bin/godot.macos.editor.universal - - name: Template (target=template_release) + - name: Template (target=template_release, tests=yes) cache-name: macos-template target: template_release tests: true - sconsflags: debug_symbols=no tests=yes - bin: "./bin/godot.macos.template_release.universal" + sconsflags: debug_symbols=no + bin: ./bin/godot.macos.template_release.universal steps: - - uses: actions/checkout@v4 + - name: Checkout + uses: actions/checkout@v4 with: submodules: recursive @@ -86,7 +87,7 @@ jobs: name: ${{ matrix.cache-name }} - name: Unit tests - if: ${{ matrix.tests }} + if: matrix.tests run: | ${{ matrix.bin }} --version ${{ matrix.bin }} --help diff --git a/.github/workflows/runner.yml b/.github/workflows/runner.yml index 34b6af43074..d2d0e3571fd 100644 --- a/.github/workflows/runner.yml +++ b/.github/workflows/runner.yml @@ -2,51 +2,45 @@ name: 🔗 GHA on: [push, pull_request] concurrency: - group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-runner + group: ci-${{ github.actor }}-${{ github.head_ref || github.run_number }}-${{ github.ref }}-runner cancel-in-progress: true jobs: # First stage: Only static checks, fast and prevent expensive builds from running. static-checks: - if: ${{ vars.DISABLE_GODOT_CI == '' }} + if: '!vars.DISABLE_GODOT_CI' name: 📊 Static checks uses: ./.github/workflows/static_checks.yml # Second stage: Run all the builds and some of the tests. android-build: - if: ${{ vars.DISABLE_GODOT_CI == '' }} name: 🤖 Android needs: static-checks uses: ./.github/workflows/android_builds.yml ios-build: - if: ${{ vars.DISABLE_GODOT_CI == '' }} name: 🍏 iOS needs: static-checks uses: ./.github/workflows/ios_builds.yml linux-build: - if: ${{ vars.DISABLE_GODOT_CI == '' }} name: 🐧 Linux needs: static-checks uses: ./.github/workflows/linux_builds.yml macos-build: - if: ${{ vars.DISABLE_GODOT_CI == '' }} name: 🍎 macOS needs: static-checks uses: ./.github/workflows/macos_builds.yml windows-build: - if: ${{ vars.DISABLE_GODOT_CI == '' }} name: 🏁 Windows needs: static-checks uses: ./.github/workflows/windows_builds.yml web-build: - if: ${{ vars.DISABLE_GODOT_CI == '' }} name: 🌐 Web needs: static-checks uses: ./.github/workflows/web_builds.yml @@ -56,7 +50,6 @@ jobs: # Can be turned off for PRs that intentionally break compat with godot-cpp, # until both the upstream PR and the matching godot-cpp changes are merged. godot-cpp-test: - if: ${{ vars.DISABLE_GODOT_CI == '' }} name: 🪲 Godot CPP # This can be changed to depend on another platform, if we decide to use it for # godot-cpp instead. Make sure to move the .github/actions/godot-api-dump step diff --git a/.github/workflows/static_checks.yml b/.github/workflows/static_checks.yml index 9a8a4a8f191..233ab569a23 100644 --- a/.github/workflows/static_checks.yml +++ b/.github/workflows/static_checks.yml @@ -3,7 +3,7 @@ on: workflow_call: concurrency: - group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-static + group: ci-${{ github.actor }}-${{ github.head_ref || github.run_number }}-${{ github.ref }}-static cancel-in-progress: true jobs: @@ -48,7 +48,7 @@ jobs: - name: Style checks via pre-commit uses: pre-commit/action@v3.0.1 with: - extra_args: --verbose --files ${{ env.CHANGED_FILES }} + extra_args: --files ${{ env.CHANGED_FILES }} - name: Python builders checks via pytest run: | diff --git a/.github/workflows/web_builds.yml b/.github/workflows/web_builds.yml index 11ef7f01c97..8e30c99fbc6 100644 --- a/.github/workflows/web_builds.yml +++ b/.github/workflows/web_builds.yml @@ -8,15 +8,15 @@ env: GODOT_BASE_BRANCH: master SCONSFLAGS: verbose=yes warnings=extra werror=yes debug_symbols=no use_closure_compiler=yes strict_checks=yes EM_VERSION: 3.1.64 - EM_CACHE_FOLDER: "emsdk-cache" + EM_CACHE_FOLDER: emsdk-cache concurrency: - group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-web + group: ci-${{ github.actor }}-${{ github.head_ref || github.run_number }}-${{ github.ref }}-web cancel-in-progress: true jobs: web-template: - runs-on: "ubuntu-22.04" + runs-on: ubuntu-22.04 name: ${{ matrix.name }} strategy: fail-fast: false @@ -37,16 +37,17 @@ jobs: artifact: true steps: - - uses: actions/checkout@v4 + - name: Checkout + uses: actions/checkout@v4 with: submodules: recursive - name: Set up Emscripten latest uses: mymindstorm/setup-emsdk@v14 with: - version: ${{env.EM_VERSION}} - actions-cache-folder: ${{env.EM_CACHE_FOLDER}} - cache-key: emsdk-${{ matrix.cache-name }}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}} + version: ${{ env.EM_VERSION }} + actions-cache-folder: ${{ env.EM_CACHE_FOLDER }} + cache-key: emsdk-${{ matrix.cache-name }}-${{ env.GODOT_BASE_BRANCH }}-${{ github.ref }}-${{ github.sha }} - name: Verify Emscripten setup run: | @@ -77,6 +78,6 @@ jobs: - name: Upload artifact uses: ./.github/actions/upload-artifact - if: ${{ matrix.artifact }} + if: matrix.artifact with: name: ${{ matrix.cache-name }} diff --git a/.github/workflows/windows_builds.yml b/.github/workflows/windows_builds.yml index 0d2e258308a..95e3d4a553d 100644 --- a/.github/workflows/windows_builds.yml +++ b/.github/workflows/windows_builds.yml @@ -7,17 +7,17 @@ on: env: # Used for the cache key. Add version suffix to force clean build. GODOT_BASE_BRANCH: master - SCONSFLAGS: verbose=yes warnings=extra werror=yes module_text_server_fb_enabled=yes d3d12=yes strict_checks=yes "angle_libs=${{github.workspace}}/" + SCONSFLAGS: verbose=yes warnings=extra werror=yes module_text_server_fb_enabled=yes d3d12=yes strict_checks=yes "angle_libs=${{ github.workspace }}/" SCONS_CACHE_MSVC_CONFIG: true concurrency: - group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-windows + group: ci-${{ github.actor }}-${{ github.head_ref || github.run_number }}-${{ github.ref }}-windows cancel-in-progress: true jobs: build-windows: # Windows 10 with latest image - runs-on: "windows-latest" + runs-on: windows-latest name: ${{ matrix.name }} strategy: fail-fast: false @@ -29,7 +29,7 @@ jobs: tests: true # Skip debug symbols, they're way too big with MSVC. sconsflags: debug_symbols=no vsproj=yes vsproj_gen_only=no windows_subsystem=console - bin: "./bin/godot.windows.editor.x86_64.exe" + bin: ./bin/godot.windows.editor.x86_64.exe artifact: true - name: Editor w/ clang-cl (target=editor, tests=yes, use_llvm=yes) @@ -39,16 +39,17 @@ jobs: sconsflags: debug_symbols=no windows_subsystem=console use_llvm=yes bin: ./bin/godot.windows.editor.x86_64.llvm.exe - - name: Template (target=template_release) + - name: Template (target=template_release, tests=yes) cache-name: windows-template target: template_release tests: true - sconsflags: debug_symbols=no tests=yes - bin: "./bin/godot.windows.template_release.x86_64.console.exe" + sconsflags: debug_symbols=no + bin: ./bin/godot.windows.template_release.x86_64.console.exe artifact: true steps: - - uses: actions/checkout@v4 + - name: Checkout + uses: actions/checkout@v4 with: submodules: recursive @@ -73,7 +74,7 @@ jobs: target: angle/angle.zip - name: Extract pre-built ANGLE static libraries - run: Expand-Archive -Force angle/angle.zip ${{github.workspace}}/ + run: Expand-Archive -Force angle/angle.zip ${{ github.workspace }}/ - name: Setup MSVC problem matcher uses: ammaraskar/msvc-problem-matcher@master @@ -104,7 +105,7 @@ jobs: name: ${{ matrix.cache-name }} - name: Unit tests - if: ${{ matrix.tests }} + if: matrix.tests run: | ${{ matrix.bin }} --version ${{ matrix.bin }} --help diff --git a/.pre-commit-config.yaml b/.pre-commit-config.yaml index 6cc6a211f17..70cbe476655 100644 --- a/.pre-commit-config.yaml +++ b/.pre-commit-config.yaml @@ -96,16 +96,21 @@ repos: language: node entry: eslint files: ^(platform/web/js/|modules/|misc/dist/html/).*\.(js|html)$ - args: [--fix, --no-warn-ignored, --no-config-lookup, --config, platform/web/eslint.config.cjs] + args: + - --fix, + - --no-warn-ignored, + - --no-config-lookup, + - --config, + - platform/web/eslint.config.cjs, additional_dependencies: - '@eslint/js@^9.3.0' - '@html-eslint/eslint-plugin@^0.24.1' - '@html-eslint/parser@^0.24.1' - '@stylistic/eslint-plugin@^2.1.0' - - 'eslint@^9.3.0' - - 'eslint-plugin-html@^8.1.1' - - 'globals@^15.3.0' - - 'espree@^10.0.1' + - eslint@^9.3.0 + - eslint-plugin-html@^8.1.1 + - globals@^15.3.0 + - espree@^10.0.1 - id: jsdoc name: jsdoc @@ -123,7 +128,7 @@ repos: - -d - dry-run pass_filenames: false - additional_dependencies: ['jsdoc@^4.0.3'] + additional_dependencies: [jsdoc@^4.0.3] - id: svgo name: svgo @@ -131,7 +136,7 @@ repos: entry: svgo files: \.svg$ args: [--quiet, --config, misc/utility/svgo.config.mjs] - additional_dependencies: ["svgo@3.3.2"] + additional_dependencies: [svgo@3.3.2] - id: copyright-headers name: copyright-headers @@ -179,7 +184,7 @@ repos: language: python entry: python misc/scripts/dotnet_format.py types_or: [c#] - +# # End of upstream Godot pre-commit hooks. # # Keep this separation to let downstream forks add their own hooks to this file,