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* Fix CI static checks indentingSpartan3222024-10-141-12/+12
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* Renable CHANGED_FILES for static_checks.ymlSpartan3222024-10-131-13/+13
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* Temporarily disable optimization in static_checks.ymlRadenTheFolf2024-10-131-13/+13
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* Rebrand Godot 4.3 to RedotTrashguy2024-10-133-16/+24
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* Bump version to 4.3.1-rcRémi Verschelde2024-08-157-7/+7
| | | | And update CI base branch to 4.3.
* CI: Update Emscripten to 3.1.64Rémi Verschelde2024-08-081-1/+1
| | | | This is the version we're using for 4.3-stable.
* [Web] Enable the closure compiler in CIFabio Alessandrelli2024-07-261-1/+1
| | | | Also fixes some JSDoc annotations in GodotAudio
* [CI] Run unit tests on desktop release templatesA Thousand Ships2024-07-183-11/+12
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* [CI] Upload build cache before running testsA Thousand Ships2024-07-136-12/+46
| | | | | | This improves turnaround time on large PRs where compilation is successful but unit testing or similar fails, forcing recompilation of unchanged code
* Update the github Android builds configFredia Huya-Kouadio2024-06-261-14/+40
| | | | | | | | | The configuration was updated to generate: - Godot Android Editor build - Godot Android template build for arm32 - Godot Android template build for arm64 Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* C#: Escape generated membersRaul Santos2024-06-151-1/+1
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* [CI] Enable ANGLE static linking.bruvzg2024-05-281-1/+12
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* SCons: Bump min version to 3.1.2, test it on CI with one Linux jobRémi Verschelde2024-05-177-8/+19
| | | | | | | | | | | The min SCons version had to be bumped as SCons 3.0 before 3.0.3 seems broken (see #92043), and there's little gain from supporting 3.0.3-3.0.5. 3.1.2 is also the first version to avoid ambiguities between Python 2 and Python 3 usage, so we finally use it as the minimum baseline. Also test against Python 3.6 which is also our minimum supported version. This should help prevent regressions whenever we modernize the build scripts.
* CI: Re-add `CHANGED_FILES` logic for pre-commit checksRémi Verschelde2024-05-111-1/+15
| | | | Fixes #91831.
* Merge pull request #91597 from Repiteo/ci/pre-commit-handle-everythingRémi Verschelde2024-05-081-59/+5
|\ | | | | | | CI: Overhaul static checks to use `pre-commit`
| * CI: Overhaul static checks to use `pre-commit`Thaddeus Crews2024-05-081-59/+5
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* | CI: Use Emscripten 3.1.59 for Web platformRémi Verschelde2024-05-081-1/+1
|/ | | | Works around CI failure due to mismatch between current emsdk and older releases.
* Fix various typos with codespellRémi Verschelde2024-05-071-1/+1
| | | | | | | | | Using 2.2.7.dev217+g10c2abcf. Had to add `colour` to the ignore list as we used it as an alias/keyword for the documentation of color-related APIs. Also ignore recommendations to change `thirdparty` to either `third-party` or `third party`, which are correct but we use the former fairly consistently.
* Buildsystem: Speedup `pre-commit` static checkThaddeus Crews2024-05-011-0/+2
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* [CI] [macOS] Build for both `arm64` and `x86_64`A Thousand Ships2024-04-241-4/+14
| | | | | Creates a universal build, to catch discrepancies on different architectures
* [CI] [macOS] Fix CI with new GitHub runnersA Thousand Ships2024-04-231-1/+1
| | | | | New `macos-latest` run on an arm64 image instead of x86_64 breaking the editor workflow.
* Remove buggy first interactionAdam Scott2024-04-051-35/+0
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* Fix first interaction line breaksAdam Scott2024-04-041-17/+4
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* Add first interaction action to better inform newcomersAdam Scott2024-04-041-0/+48
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* [CI] Improve fetching of changed filesA Thousand Ships2024-03-281-1/+1
| | | | | | PRs always use a merge into the repo on checkout, so checking for `HEAD^1` will show all the changes regardless of the number of commits in a PR
* [CI] Work around diff size limit for static checksA Thousand Ships2024-03-271-1/+1
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* CI: Enable submodules on the checkout actionAaron Franke2024-03-157-0/+14
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* Merge pull request #88671 from akien-mga/ci-actions-updateRémi Verschelde2024-03-062-7/+1
|\ | | | | | | CI: Update actions to latest versions, use default runner .NET version
| * CI: Update actions to latest versions, use default runner .NET versionRémi Verschelde2024-02-222-7/+1
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* | Move dotnet-format script to pre-commitRaul Santos2024-03-021-8/+0
| | | | | | | | Co-authored-by: Paul Joannon <437025+paulloz@users.noreply.github.com>
* | Replace hand-written pre-commit hooks with `pre-commit` Python toolAarni Koskela2024-02-261-15/+4
| | | | | | | | | | | | | | | | | | | | | | `pre-commit` can be installed with pip, and configured in the Godot repo with `pre-commit install`. It can then easily be run both locally with `pre-commit run`, and on CI, in a cross-platform way. This makes it much easier for contributors to set up pre-commit hooks, without having to manually copy files to their git folder. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* | Fix lint errors in WebXR moduleDavid Snopek2024-02-231-1/+1
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* | Use godot-cpp 4.2 for the "Godot CPP" CI workflowDavid Snopek2024-02-231-1/+1
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* C#: Run source generators tests in CIRaul Santos2024-02-191-0/+5
| | | | Also fixes ScriptPathAttributeGenerator for generic types and its test.
* Add new VS proj generation logic that supports any platform that wants to opt inAndreia Gaita2024-01-311-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Custom Visual Studio project generation logic that supports any platform that has a msvs.py script, so Visual Studio can be used to run scons for any platform, with the right defines per target. Invoked with `scons vsproj=yes` To generate build configuration files for all platforms+targets+arch combinations, users should call ``` scons vsproj=yes platform=XXX target=YYY [other build flags] ``` for each combination of platform+target[+arch]. This will generate the relevant vs project files but skip the build process, so that project files can be quickly generated without waiting for a command line build. This lets project files be quickly generated even if there are build errors. All possible combinations of platform+target are created in the solution file by default, but they won't do anything until each one is set up with a scons vsproj=yes command for the respective platform in the appropriate command line. This lets users only generate the combinations they need, and VS won't have to parse settings for other combos. Only platforms that opt in to vs proj generation by having a msvs.py file in the platform folder are included. Platforms with a msvs.py file will be added to the solution, but only the current active platform+target+arch will have a build configuration generated, because we only know what the right defines/includes/flags/etc are on the active build target currently being processed by scons. Platforms that don't support an editor target will have a dummy editor target that won't do anything on build, but will have the files and configuration for the windows editor target. To generate AND build from the command line, run ``` scons vsproj=yes vsproj_gen_only=no ```
* Add Wayland supportRiteo2024-01-301-0/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Not everything is yet implemented, either for Godot or personal limitations (I don't have all hardware in the world). A brief list of the most important issues follows: - Single-window only: the `DisplayServer` API doesn't expose enough information for properly creating XDG shell windows. - Very dumb rendering loop: this is very complicated, just know that the low consumption mode is forced to 2000 Hz and some clever hacks are in place to overcome a specific Wayland limitation. This will be improved to the extent possible both downstream and upstream. - Features to implement yet: IME, touch input, native file dialog, drawing tablet (commented out due to a refactor), screen recording. - Mouse passthrough can't be implement through a poly API, we need a rect-based one. - The cursor doesn't yet support fractional scaling. - Auto scale is rounded up when using fractional scaling as we don't have a per-window scale query API (basically we need `DisplayServer::window_get_scale`). - Building with `x11=no wayland=yes opengl=yes openxr=yes` fails. This also adds a new project property and editor setting for selecting the default DisplayServer to start, to allow this backend to start first in exported projects (X11 is still the default for now). The editor setting always overrides the project setting. Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
* Merge pull request #86717 from mrbbbaixue/d3d12-sdk-install-pythonRémi Verschelde2024-01-261-22/+3
|\ | | | | | | Add a python script to install Direct3D 12 SDK components.
| * Add a python script to install Direct3D 12 SDK components.MrBBBaiXue2024-01-241-22/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This makes it much faster to get started with Direct3D 12 builds, as you only need to run `python .\misc\scripts\install_d3d12_sdk_windows.py` then run `scons d3d12=yes`. This installs DirectX Shader Compiler, Mesa NIR, WinPixEventRuntime and DirectX 12 Agility SDK. - Define a default path that uses the locations from the script. - Now the default path is in "%LOCALAPPDATA%\Godot\build_deps\" - Updated CI to use this new python script. Co-Authored-By: Hugo Locurcio <hugo.locurcio@hugo.pro>
* | CI: Update mymindstorm/setup-emsdk to v14, should fix cache folder conflictsRémi Verschelde2024-01-251-1/+2
|/ | | | | | https://github.com/mymindstorm/setup-emsdk/releases/tag/v14 Co-authored-by: Yuri Sizov <yuris@humnom.net>
* Add THREADS_ENABLED macro in order to compile Godot to run on the main threadAdam Scott2024-01-171-4/+26
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* Add Direct3D 12 RenderingDevice implementationPedro J. Estébanez2023-12-121-1/+23
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* Fix various typos with codespellRémi Verschelde2023-11-111-1/+1
| | | | Using 2.2.7.dev51+geb4a58fe.
* CI: Pin Emscripten to 3.1.39Rémi Verschelde2023-11-101-1/+1
| | | | | | Due to #82865, newer versions can't be used for dlink-enabled Web builds. This isn't a problem for CI which doesn't use dlink, but it's clearer for users if our CI version matches the one we use for official builds.
* Use colored output on CI for DoctestHugo Locurcio2023-10-283-3/+3
| | | | | GitHub Actions output is not considered a TTY, so colored output must be forced.
* Bump the java version to version 17Fredia Huya-Kouadio2023-10-171-2/+2
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* CI: Workaround recently broken add-apt-repository on GHARémi Verschelde2023-10-121-1/+2
| | | | Hopefully adding the sources manually still works.
* CI: Switch mesa PPA from kisak-mesa to turtleRémi Verschelde2023-10-111-1/+1
| | | | May solve a weird name clash we seem to have on CI since yesterday.
* Web: Workaround Emscripten 3.1.42+ LTO regressionRémi Verschelde2023-09-051-2/+2
| | | | Fixes #80010.
* CI: Bump version for `actions/checkout@v4` and `actions/setup-dotnet@v3`Rémi Verschelde2023-09-048-10/+10
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* Use godot-cpp 4.1 for the "Godot CPP" CI workflow to prevent circular dependencyDavid Snopek2023-09-011-2/+4
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