39facb35a0
Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
37 lines
1.3 KiB
YAML
37 lines
1.3 KiB
YAML
name: Build Godot
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description: Build Godot with the provided options.
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inputs:
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target:
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description: Build target (editor, template_release, template_debug).
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default: "editor"
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tests:
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description: Unit tests.
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default: false
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platform:
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description: Target platform.
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required: false
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sconsflags:
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default: ""
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scons-cache:
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description: The scons cache path.
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default: "${{ github.workspace }}/.scons-cache/"
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scons-cache-limit:
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description: The scons cache size limit.
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# actions/cache has 10 GiB limit, and GitHub runners have a 14 GiB disk.
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# Limit to 7 GiB to avoid having the extracted cache fill the disk.
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default: 7168
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runs:
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using: "composite"
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steps:
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- name: Scons Build
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shell: sh
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env:
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SCONSFLAGS: ${{ inputs.sconsflags }}
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SCONS_CACHE: ${{ inputs.scons-cache }}
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SCONS_CACHE_LIMIT: ${{ inputs.scons-cache-limit }}
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run: |
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echo "Building with flags:" platform=${{ inputs.platform }} target=${{ inputs.target }} tests=${{ inputs.tests }} ${{ env.SCONSFLAGS }}
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if [ "${{ inputs.target }}" != "editor" ]; then rm -rf editor; fi # Ensure we don't include editor code.
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scons platform=${{ inputs.platform }} target=${{ inputs.target }} tests=${{ inputs.tests }} ${{ env.SCONSFLAGS }}
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ls -l bin/
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