fix: fix broken builds because of godot physics files moved to another directory #489
Workflow file for this run
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
name: 🚪 Windows Extension Builds | |
on: | |
push: | |
branches: [ master ] | |
pull_request: | |
branches: [ master ] | |
concurrency: | |
group: ${{ github.workflow }}-${{ github.ref }} | |
cancel-in-progress: true | |
# Global Cache Settings | |
# SCONS_CACHE for windows must be set in the build environment | |
env: | |
# GDExtension is still experimental, so we target latest instead of a "stable" Godot version. | |
GODOT_BASE_BRANCH: "master" | |
SCONS_CACHE_MSVC_CONFIG: true | |
SCONS_CACHE_LIMIT: 4096 | |
GODOT_CPP_PATH: thirdparty/godot-cpp | |
jobs: | |
extension-windows: | |
# Windows 10 with latest image | |
runs-on: "windows-latest" | |
name: ${{matrix.name}} | |
strategy: | |
matrix: | |
include: | |
- name: master Editor | |
target: editor | |
dev_build: no | |
executable_name: libvoxel.windows.editor.x86_64.dll | |
- name: master Release | |
target: template_release | |
dev_build: no | |
executable_name: libvoxel.windows.template_release.x86_64.dll | |
steps: | |
# Clone our repo | |
- uses: actions/checkout@v4 | |
# Clone GodotCpp | |
- uses: actions/checkout@v4 | |
with: | |
repository: godotengine/godot-cpp | |
ref: master | |
path: ${{env.GODOT_CPP_PATH}} | |
# Upload cache on completion and check it out now | |
# Editing this is pretty dangerous for Windows since it can break and needs to be properly tested with a fresh cache. | |
- name: Load .scons_cache directory | |
id: windows-editor-cache | |
#uses: ${{matrix.cache_action}} | |
uses: actions/cache@v4 | |
with: | |
path: /.scons_cache/ | |
key: ${{github.job}}-${{matrix.target}}-${{env.GODOT_BASE_BRANCH}}-${{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}}-${{env.GODOT_BASE_BRANCH}} | |
# Use python 3.x release (works cross platform; best to keep self contained in it's own step) | |
- name: Set up Python 3.x | |
uses: actions/setup-python@v5 | |
with: | |
# Semantic version range syntax or exact version of a Python version | |
python-version: '3.x' | |
# Optional - x64 or x86 architecture, defaults to x64 | |
architecture: 'x64' | |
# Setup scons, print python version and scons version info, so if anything is broken it won't run the build. | |
- name: Configuring Python packages | |
run: | | |
python -c "import sys; print(sys.version)" | |
python -m pip install scons pywin32 | |
python --version | |
scons --version | |
# We should always be explicit with our flags usage here since it's gonna be sure to always set those flags. | |
# Note: if we need to use `custom_api_file`, remember the path should be relative to where godot-cpp is | |
- name: Compilation | |
env: | |
SCONS_CACHE: /.scons_cache/ | |
run: | | |
scons platform=windows target=${{matrix.target}} dev_build=${{matrix.dev_build}} | |
cd project/addons/zylann.voxel/bin | |
dir | |
# Make build available | |
- uses: actions/upload-artifact@v4 | |
#if: ${{ matrix.target == 'Editor' }} | |
with: | |
name: ${{matrix.executable_name}} | |
path: project/addons/zylann.voxel/bin/${{matrix.executable_name}} | |