Comments (7)
It looks cool but is it doable? https://github.com/godotengine/build-containers/blob/master/build.sh is a good starting point for contemplating.
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I have some experience setting this up for Linux, that should be fairly easy. I think I'll try that sometime soon, and once that is done we can go on to other OSs 👍
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I setup a GitHub Action for automatic Linux builds in d20abee!
We could use the artifacts of this for automated releases. Unfortunately it's quite slow because it regenerates the CPP bindings every time - it'd be nice to find a way to cache those.
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(note to self) I found
- https://github.com/2shady4u/godot-sqlite/blob/master/SConstruct has a iOS and Android build targets
- https://github.com/khairul169/gdsqlite-native/blob/master/SConstruct looks quite clean
- https://github.com/khairul169/gdsqlite-native/blob/master/demo/lib/gdsqlite/library.tres made me puzzled (older Godot version?)
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A GitHub Action for building on Mac OS was added in c395052 and seems to work!
Only Windows left - I restructured that build to use MinGW instead of MSVC, that way we can cross-compile from Linux which is much more comfortable. However, we need Fedora for that build since its package repository provides direct access to MinGW GDAL builds and all its dependencies. GitHub doesn't offer Fedora for actions, so we'll likely want to use a minimal Docker container for that, similarly to how Godot does it.
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All platforms now have functional GitHub Actions for compilation!
What we need to do now is figure out packaging and publish the build artifacts accordingly. That means this issue is blocked until #42 is done.
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#60 publishes the build artifacts in the GitHub Action tab. For the asset store, we'll want to push them to a GitHub repo - either to this one, or to a new one with only the binaries relevant for users.
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Related Issues (20)
- Expose Raster layer min/max functions
- Add basic coordinate transformation functionality HOT 1
- Add ability to save changes to FeatureLayer
- Add ability to create new Layers within a Dataset
- `set_attribute(String name, String value)` only works on existing entries
- Add functionality to get a HeightMapShape from a Float32 raster
- Add ability to modify Raster datasets HOT 2
- Add `GeoRasterLayer.get_file_info` for getting some metadata
- Add argument names explicitly such that they are visible within the Godot Editor Documentation
- Improve performance of GeoRasterLayer editing functions
- Implement a `GeoFeatureLayer.get_feature_class()` method
- Using `GeoRasterLayer.smooth_add_value_at_position()` requires to clean and rebuild overviews to show effect HOT 1
- Implement functionality for `GeoPolygon.set_outer_vertices(...)`
- Newly created GeoLines do not seem to be returned HOT 1
- Building on windows - scons is trying to use Mingw32 HOT 2
- Building on windows with docker: cannot find -lgodot-cpp.windows.template_debug.x86_64 HOT 5
- The "fill" value of -1000.0 in GeoRaster::get_as_array() should be the nodata value of the band HOT 1
- Add a demo for streaming data (e.g. via WMTS)
- Raster editing should be possible without writing the result to disk right away
- Update bindings (`_bind_methods()`) with proper argument names (and possibly a description) HOT 1
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