127 lines
4.4 KiB
YAML
127 lines
4.4 KiB
YAML
# Engine build CI
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name: Godot CI
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on:
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# will build EVERY pull request
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pull_request:
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# will only build explicit branches
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push:
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branches: [ master, 3.2, 3.1, 3.0 ]
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# Global Cache Settings
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# SCONS_CACHE for windows must be set in the build environment
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env:
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SCONS_CACHE_MSVC_CONFIG: true
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SCONS_CACHE_LIMIT: 8192
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jobs:
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windows-editor:
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# Windows 10 with latest image
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runs-on: "windows-latest"
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# Windows Editor - checkout with the plugin
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name: Windows Editor (target=release_debug, tools=yes)
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steps:
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- uses: actions/checkout@v2
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# Upload cache on completion and check it out now
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# Editing this is pretty dangerous for windows since it can break and needs properly tested with a fresh cache.
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# Linux with this will work reliably, so not as bad to edit for Linux.
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- name: Load .scons_cache directory
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id: windows-editor-cache
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uses: RevoluPowered/cache@v2.1
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with:
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path: /.scons_cache/
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key: ${{runner.os}}-editor-${{github.sha}}
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restore-keys: |
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${{runner.os}}-editor-${{github.sha}}
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${{runner.os}}-editor
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${{runner.os}}
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# Use python 3.x release (works cross platform; best to keep self contained in it's own step)
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- name: Set up Python 3.x
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uses: actions/setup-python@v2
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with:
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# Semantic version range syntax or exact version of a Python version
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python-version: '3.x'
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# Optional - x64 or x86 architecture, defaults to x64
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architecture: 'x64'
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# Setup scons, print python version and scons version info, so if anything is broken it won't run the build.
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- name: Configuring Python packages
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run: |
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python -c "import sys; print(sys.version)"
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python -m pip install scons pywin32
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python --version
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scons --version
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# We should always be explicit with our flags usage here since it's gonna be sure to always set those flags
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- name: Compilation
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env:
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SCONS_CACHE: /.scons_cache/
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run: |
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scons -j2 verbose=yes warnings=all werror=yes platform=windows tools=yes target=release_debug
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# Build Product Upload (tested and working)
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# sorry this is disabled until github can give us some more space as we would hit our limit very quickly
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# tested this code and it works fine so just enable it to get them back
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# - name: publishing godot windows-editor
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# uses: actions/upload-artifact@v1
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# with:
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# name: windows-editor (x64)
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# path: bin/godot.windows.opt.tools.64.exe
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windows-template:
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runs-on: "windows-latest"
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name: Windows Template (target=release, tools=no)
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steps:
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- uses: actions/checkout@v2
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# Upload cache on completion and check it out now
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# Editing this is pretty dangerous for windows since it can break and needs properly tested with a fresh cache.
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# Linux with this will work reliably, so not as bad to edit for Linux.
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- name: Load .scons_cache directory
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id: windows-template-cache
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uses: RevoluPowered/cache@v2.1
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with:
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path: /.scons_cache/
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key: ${{runner.os}}-template-${{github.sha}}
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restore-keys: |
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${{runner.os}}-template-${{github.sha}}
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${{runner.os}}-template
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${{runner.os}}
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# Use python 3.x release (works cross platform)
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- name: Set up Python 3.x
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uses: actions/setup-python@v2
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with:
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# Semantic version range syntax or exact version of a Python version
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python-version: '3.x'
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# Optional - x64 or x86 architecture, defaults to x64
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architecture: 'x64'
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# You can test your matrix by printing the current Python version
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- name: Configuring Python packages
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run: |
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python -c "import sys; print(sys.version)"
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python -m pip install scons pywin32
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python --version
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scons --version
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- name: Compilation
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env:
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SCONS_CACHE: /.scons_cache/
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run: |
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scons -j2 verbose=yes warnings=all werror=yes platform=windows target=release tools=no
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# Build Product Upload (tested and working)
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# sorry this is disabled until github can give us some more space as we would hit our limit very quickly
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# tested this code and it works fine so just enable it to get them back
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# - name: publishing godot windows-template
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# uses: actions/upload-artifact@v1
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# with:
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# name: windows-template (x64)
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# path: bin/godot.windows.opt.64.exe
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