virtualx-engine/.appveyor.yml

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image: Visual Studio 2019
platform: x64
environment:
HOME: "%HOMEDRIVE%%HOMEPATH%"
PYTHON: C:\Python38
SCONS_CACHE_ROOT: "%HOME%\\scons_cache"
SCONS_CACHE_LIMIT: 1024
OPTIONS: "debug_symbols=no verbose=yes progress=no"
EXTRA_ARGS: "warnings=all werror=yes"
matrix:
- GD_PLATFORM: windows
TARGET: release_debug
TOOLS: yes
# Disabled for performance reasons until master is more stable.
# - GD_PLATFORM: windows
# TARGET: release
# TOOLS: no
matrix:
fast_finish: true
init:
- ps: if ($env:APPVEYOR_REPO_BRANCH -ne "master") { $env:APPVEYOR_CACHE_SKIP_SAVE = "true" }
cache:
- "%SCONS_CACHE_ROOT%"
install:
- SET "PATH=%PYTHON%;%PYTHON%\\Scripts;%PATH%"
- pip install -U wheel # needed for pip install scons to work, otherwise a flag is missing
- pip install scons # use stable scons
- if defined VS call "%VS%" %ARCH% # if defined - so we can also use mingw
before_build:
- echo %GD_PLATFORM%
- python --version
- scons --version
- set "SCONS_CACHE=%SCONS_CACHE_ROOT%\%APPVEYOR_REPO_BRANCH%"
build_script:
- scons platform=%GD_PLATFORM% target=%TARGET% tools=%TOOLS% %OPTIONS% %EXTRA_ARGS%
after_build:
- git rev-parse --short=9 HEAD > VERSION_HASH.txt
- set /P VERSION_HASH= < VERSION_HASH.txt
- cd bin
- mv godot.windows.opt.tools.64.exe godot_%APPVEYOR_REPO_BRANCH%-%VERSION_HASH%_win64.exe
- 7z a -mx9 godot_%APPVEYOR_REPO_BRANCH%-%VERSION_HASH%_win64.zip *.exe
artifacts:
- path: bin/godot_${APPVEYOR_REPO_BRANCH}-${VERSION_HASH}_win64.zip
name: Win64 release_debug editor build
type: zip