Comments (10)
I got it 🥳
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There are no container images provided for pre-releases. This means godot-ci can only be used with stable releases.
Now that deployment is automated, we could build container images for pre-releases. However, we need to make sure the latest
tag continues pointing to the latest stable release only, not pre-releases.
cc @TheOrioli
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In this PR #83 a workflow was added that can be used to build pre-releases, I'm not sure who has the power to actually run them in this repo, but I have been running them in mine. The workflow does not overwrite the latest tag https://github.com/TheOrioli/godot-ci/actions/workflows/manual_build.yml
Images are available on :
- Docker Hub https://hub.docker.com/repository/docker/aorioli/godot-ci
- GHCR https://github.com/TheOrioli/godot-ci/pkgs/container/godot-ci
I use them like this in my workflows:
build:
strategy:
matrix:
include:
- template: windows
export_name: $EXPORT_NAME.exe
fail-fast: true
name: Build ${{ matrix.template }}
runs-on: ubuntu-latest
needs: [version]
container:
image: ghcr.io/theorioli/godot-ci:mono-3.5.rc6
EDIT: Once the Manual Build workflow is ran in this repository the abarichello
Docker and GHCR images will work properly
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Having a few issues... does it download the templates?
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@bend-n your GODOT_VERSION
is still set to 3.4.4 in the workflow, change that to GODOT_VERSION: 3.5.rc6
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I still have the problem of /root/.local/share/godot/templates
being completly empty...
PS: the line the link points to is the results of ls -l /root/.local/share/godot/templates
Oh wait, its actually ~/.
. Lets see what happens if i change it..
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@bend-n this is the setup step in my builds
- name: Setup
shell: bash
run: |
mkdir -v -p ~/.local/share/godot/templates
mv /root/.local/share/godot/templates/${GODOT_VERSION}.mono ~/.local/share/godot/templates/${GODOT_VERSION}.mono
I use the mono version, so it should be just removing the .mono
at the end of the lines
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does mono have the random windows build failure?
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@bend-n I have not seen that error before.
I see two things that could be messy:
-
ERROR: Cannot open file 'res://.import/Capture.ogg-f2e17ec5719fd0451670492ce185e886.oggstr'.
at: get_dependencies (core/io/resource_format_binary.cpp:984) -
WARNING: Resources Modification: Could not start rcedit executable, configure rcedit path in the Editor Settings (Export > Windows > Rcedit).
the Rcedit one is much easier to debug, it's just a setting you can manually disable in the export config in the godot project export settings.
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The import errors are normal, i ignore the .import
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Related Issues (20)
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