2020-08-22 23:04:57 +02:00
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name: 🍎 macOS Builds
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2023-04-04 15:56:53 +02:00
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on:
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workflow_call:
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2020-07-21 00:36:22 +02:00
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2020-10-09 22:18:51 +02:00
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# Global Settings
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2020-07-21 00:36:22 +02:00
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env:
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2023-05-18 16:22:25 +02:00
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# Used for the cache key. Add version suffix to force clean build.
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2022-08-25 13:44:22 +02:00
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GODOT_BASE_BRANCH: master
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2022-07-29 12:52:40 +02:00
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SCONSFLAGS: verbose=yes warnings=extra werror=yes module_text_server_fb_enabled=yes
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2020-07-21 00:36:22 +02:00
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2021-08-24 20:49:06 +02:00
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concurrency:
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2021-08-25 15:04:05 +02:00
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group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-macos
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2021-08-24 20:49:06 +02:00
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cancel-in-progress: true
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2020-07-21 00:36:22 +02:00
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jobs:
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2021-09-01 17:26:01 +02:00
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build-macos:
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2024-04-24 11:45:11 +02:00
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runs-on: "macos-latest"
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2021-09-01 17:26:01 +02:00
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name: ${{ matrix.name }}
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strategy:
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fail-fast: false
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matrix:
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include:
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SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 08:28:55 +02:00
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- name: Editor (target=editor, tests=yes)
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2021-09-01 17:26:01 +02:00
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cache-name: macos-editor
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SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 08:28:55 +02:00
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target: editor
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2021-09-01 17:26:01 +02:00
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tests: true
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2024-04-24 11:45:11 +02:00
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bin: "./bin/godot.macos.editor.universal"
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2021-09-01 17:26:01 +02:00
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SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 08:28:55 +02:00
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- name: Template (target=template_release)
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2021-09-01 17:26:01 +02:00
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cache-name: macos-template
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SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 08:28:55 +02:00
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target: template_release
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2021-09-01 17:26:01 +02:00
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tests: false
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2021-09-21 21:54:55 +02:00
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sconsflags: debug_symbols=no
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2020-07-21 00:36:22 +02:00
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steps:
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2023-09-04 16:05:38 +02:00
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- uses: actions/checkout@v4
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2024-03-16 03:52:47 +01:00
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with:
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submodules: recursive
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2020-07-21 00:36:22 +02:00
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2024-07-13 15:50:30 +02:00
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- name: Restore Godot build cache
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uses: ./.github/actions/godot-cache-restore
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2020-07-21 00:36:22 +02:00
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with:
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2021-09-01 17:26:01 +02:00
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cache-name: ${{ matrix.cache-name }}
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2021-08-18 21:00:56 +02:00
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continue-on-error: true
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2020-07-21 00:36:22 +02:00
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2024-05-17 09:28:56 +02:00
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- name: Setup Python and SCons
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2021-09-01 17:26:01 +02:00
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uses: ./.github/actions/godot-deps
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2020-07-21 00:36:22 +02:00
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2022-07-29 12:52:40 +02:00
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- name: Setup Vulkan SDK
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run: |
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sh misc/scripts/install_vulkan_sdk_macos.sh
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2024-04-24 11:45:11 +02:00
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- name: Compilation (x86_64)
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2021-09-01 17:26:01 +02:00
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uses: ./.github/actions/godot-build
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2020-09-29 23:42:41 +02:00
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with:
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2024-04-24 11:45:11 +02:00
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sconsflags: ${{ env.SCONSFLAGS }} arch=x86_64
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platform: macos
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target: ${{ matrix.target }}
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tests: ${{ matrix.tests }}
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- name: Compilation (arm64)
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uses: ./.github/actions/godot-build
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with:
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sconsflags: ${{ env.SCONSFLAGS }} arch=arm64
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2022-07-20 08:28:22 +02:00
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platform: macos
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2021-09-01 17:26:01 +02:00
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target: ${{ matrix.target }}
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tests: ${{ matrix.tests }}
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2020-09-29 23:42:41 +02:00
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2024-07-13 15:50:30 +02:00
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- name: Save Godot build cache
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uses: ./.github/actions/godot-cache-save
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with:
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cache-name: ${{ matrix.cache-name }}
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continue-on-error: true
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2021-09-21 21:54:55 +02:00
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- name: Prepare artifact
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run: |
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2024-04-24 11:45:11 +02:00
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lipo -create ./bin/godot.macos.${{ matrix.target }}.x86_64 ./bin/godot.macos.${{ matrix.target }}.arm64 -output ./bin/godot.macos.${{ matrix.target }}.universal
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rm ./bin/godot.macos.${{ matrix.target }}.x86_64 ./bin/godot.macos.${{ matrix.target }}.arm64
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2021-09-21 21:54:55 +02:00
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strip bin/godot.*
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2022-07-29 12:52:40 +02:00
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chmod +x bin/godot.*
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2021-09-21 21:54:55 +02:00
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2021-09-01 17:26:01 +02:00
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- name: Upload artifact
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uses: ./.github/actions/upload-artifact
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2020-09-29 23:42:41 +02:00
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with:
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2021-09-01 17:26:01 +02:00
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name: ${{ matrix.cache-name }}
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2023-08-01 20:38:07 +02:00
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# Execute unit tests for the editor
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- name: Unit tests
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if: ${{ matrix.tests }}
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run: |
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${{ matrix.bin }} --version
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${{ matrix.bin }} --help
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2023-10-28 09:22:27 +02:00
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${{ matrix.bin }} --test --force-colors
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