Merge pull request #94091 from Repiteo/style/format-yaml

Style: Format `.yaml`/`.yml` files
This commit is contained in:
Rémi Verschelde 2024-09-16 13:34:19 +02:00
commit fb3c7c8647
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20 changed files with 211 additions and 190 deletions

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@ -1,72 +1,72 @@
name: Bug report name: Bug report
description: Report a bug in Godot description: Report a bug in Godot
body: body:
- type: markdown
attributes:
value: |
When reporting bugs, please follow the guidelines in this template. This helps identify the problem precisely and thus enables contributors to fix it faster.
- Write a descriptive issue title above.
- The golden rule is to **always open *one* issue for *one* bug**. If you notice several bugs and want to report them, make sure to create one new issue for each of them.
- Search [open](https://github.com/godotengine/godot/issues) and [closed](https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aclosed) issues to ensure it has not already been reported. If you don't find a relevant match or if you're unsure, don't hesitate to **open a new issue**. The bugsquad will handle it from there if it's a duplicate.
- Verify that you are using a [supported Godot version](https://docs.godotengine.org/en/latest/about/release_policy.html). Please always check if your issue is reproducible in the latest version it may already have been fixed!
- If you use a custom build, please test if your issue is reproducible in official builds too. Likewise if you use any C++ modules, GDExtensions, or editor plugins, you should check if the bug is reproducible in a project without these.
- type: markdown - type: textarea
attributes: attributes:
value: | label: Tested versions
When reporting bugs, please follow the guidelines in this template. This helps identify the problem precisely and thus enables contributors to fix it faster. description: |
- Write a descriptive issue title above. To properly fix a bug, we need to identify if the bug was recently introduced in the engine, or if it was always present.
- The golden rule is to **always open *one* issue for *one* bug**. If you notice several bugs and want to report them, make sure to create one new issue for each of them. - Please specify the Godot version you found the issue in, including the **Git commit hash** if using a development or non-official build. The exact Godot version (including the commit hash) can be copied by clicking the version shown in the editor (bottom bar) or in the project manager (top bar).
- Search [open](https://github.com/godotengine/godot/issues) and [closed](https://github.com/godotengine/godot/issues?q=is%3Aissue+is%3Aclosed) issues to ensure it has not already been reported. If you don't find a relevant match or if you're unsure, don't hesitate to **open a new issue**. The bugsquad will handle it from there if it's a duplicate. - If you can, **please test earlier Godot versions** (previous stable branch, and development snapshots of the current feature release) and, if applicable, newer versions (development snapshots for the next feature release). Mention whether the bug is reproducible or not in the versions you tested. You can find all Godot releases in our [download archive](https://godotengine.org/download/archive/).
- Verify that you are using a [supported Godot version](https://docs.godotengine.org/en/latest/about/release_policy.html). Please always check if your issue is reproducible in the latest version it may already have been fixed! - The aim is for us to identify whether a bug is a **regression**, i.e. an issue that didn't exist in a previous version, but was introduced later on, breaking existing functionality. For example, if a bug is reproducible in 4.2.stable but not in 4.1.stable, we would like you to test intermediate 4.2 dev and beta snapshots to find which snapshot is the first one where the issue can be reproduced.
- If you use a custom build, please test if your issue is reproducible in official builds too. Likewise if you use any C++ modules, GDExtensions, or editor plugins, you should check if the bug is reproducible in a project without these. placeholder: |
- type: textarea - Reproducible in: 4.3.dev [d76c1d0e5], 4.2.stable, 4.2.dev5 and later 4.2 snapshots.
attributes: - Not reproducible in: 4.1.3.stable, 4.2.dev4 and earlier 4.2 snapshots.
label: Tested versions validations:
description: | required: true
To properly fix a bug, we need to identify if the bug was recently introduced in the engine, or if it was always present.
- Please specify the Godot version you found the issue in, including the **Git commit hash** if using a development or non-official build. The exact Godot version (including the commit hash) can be copied by clicking the version shown in the editor (bottom bar) or in the project manager (top bar).
- If you can, **please test earlier Godot versions** (previous stable branch, and development snapshots of the current feature release) and, if applicable, newer versions (development snapshots for the next feature release). Mention whether the bug is reproducible or not in the versions you tested. You can find all Godot releases in our [download archive](https://godotengine.org/download/archive/).
- The aim is for us to identify whether a bug is a **regression**, i.e. an issue that didn't exist in a previous version, but was introduced later on, breaking existing functionality. For example, if a bug is reproducible in 4.2.stable but not in 4.1.stable, we would like you to test intermediate 4.2 dev and beta snapshots to find which snapshot is the first one where the issue can be reproduced.
placeholder: |
- Reproducible in: 4.3.dev [d76c1d0e5], 4.2.stable, 4.2.dev5 and later 4.2 snapshots. - type: input
- Not reproducible in: 4.1.3.stable, 4.2.dev4 and earlier 4.2 snapshots. attributes:
validations: label: System information
required: true description: |
- Specify the OS version, and when relevant hardware information.
- For issues that are likely OS-specific and/or graphics-related, please specify the CPU model and architecture.
- For graphics-related issues, specify the GPU model, driver version, and the rendering backend (GLES2, GLES3, Vulkan).
- **Bug reports not including the required information may be closed at the maintainers' discretion.** If in doubt, always include all the requested information; it's better to include too much information than not enough information.
- **Starting from Godot 4.1, you can copy this information to your clipboard by using *Help > Copy System Info* at the top of the editor window.**
placeholder: Windows 10 - Godot v4.0.3.stable - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 970 (nvidia, 510.85.02) - Intel Core i7-10700KF CPU @ 3.80GHz (16 Threads)
validations:
required: true
- type: input - type: textarea
attributes: attributes:
label: System information label: Issue description
description: | description: |
- Specify the OS version, and when relevant hardware information. Describe your issue briefly. What doesn't work, and how do you expect it to work instead?
- For issues that are likely OS-specific and/or graphics-related, please specify the CPU model and architecture. You can include images or videos with drag and drop, and format code blocks or logs with <code>\`\`\`</code> tags, on separate lines before and after the text. (Use <code>\`\`\`gdscript</code> to add GDScript syntax highlighting.)
- For graphics-related issues, specify the GPU model, driver version, and the rendering backend (GLES2, GLES3, Vulkan). Please do not add code examples or error messages as screenshots, but as text, this helps searching for issues and testing the code. If you are reporting a bug in the editor interface, like the script editor, please provide both a screenshot *and* the text of the code to help with testing.
- **Bug reports not including the required information may be closed at the maintainers' discretion.** If in doubt, always include all the requested information; it's better to include too much information than not enough information. validations:
- **Starting from Godot 4.1, you can copy this information to your clipboard by using *Help > Copy System Info* at the top of the editor window.** required: true
placeholder: Windows 10 - Godot v4.0.3.stable - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 970 (nvidia, 510.85.02) - Intel Core i7-10700KF CPU @ 3.80GHz (16 Threads)
validations:
required: true
- type: textarea - type: textarea
attributes: attributes:
label: Issue description label: Steps to reproduce
description: | description: |
Describe your issue briefly. What doesn't work, and how do you expect it to work instead? List of steps or sample code that reproduces the issue. Having reproducible issues is a prerequisite for contributors to be able to solve them.
You can include images or videos with drag and drop, and format code blocks or logs with <code>\`\`\`</code> tags, on separate lines before and after the text. (Use <code>\`\`\`gdscript</code> to add GDScript syntax highlighting.) If you include a minimal reproduction project below, you can detail how to use it here.
Please do not add code examples or error messages as screenshots, but as text, this helps searching for issues and testing the code. If you are reporting a bug in the editor interface, like the script editor, please provide both a screenshot *and* the text of the code to help with testing. validations:
validations: required: true
required: true
- type: textarea - type: textarea
attributes: attributes:
label: Steps to reproduce label: Minimal reproduction project (MRP)
description: | description: |
List of steps or sample code that reproduces the issue. Having reproducible issues is a prerequisite for contributors to be able to solve them. - A small Godot project which reproduces the issue, with no unnecessary files included. Be sure to not include the `.godot` folder in the archive (but keep `project.godot`).
If you include a minimal reproduction project below, you can detail how to use it here. - Having an MRP is very important for contributors to be able to reproduce the bug in the same way that you are experiencing it. When testing a potential fix for the issue, contributors will use the MRP to validate that the fix is working as intended.
validations: - If the reproduction steps are not project dependent (e.g. the bug is visible in a brand new project), you can write "N/A" in the field.
required: true - Drag and drop a ZIP archive to upload it (max 10 MB). **Do not select another field until the project is done uploading.**
- **Note for C# users:** If your issue is *not* C#-specific, please upload a minimal reproduction project written in GDScript. This will make it easier for contributors to reproduce the issue locally as not everyone has a .NET setup available.
- type: textarea validations:
attributes: required: true
label: Minimal reproduction project (MRP)
description: |
- A small Godot project which reproduces the issue, with no unnecessary files included. Be sure to not include the `.godot` folder in the archive (but keep `project.godot`).
- Having an MRP is very important for contributors to be able to reproduce the bug in the same way that you are experiencing it. When testing a potential fix for the issue, contributors will use the MRP to validate that the fix is working as intended.
- If the reproduction steps are not project dependent (e.g. the bug is visible in a brand new project), you can write "N/A" in the field.
- Drag and drop a ZIP archive to upload it (max 10 MB). **Do not select another field until the project is done uploading.**
- **Note for C# users:** If your issue is *not* C#-specific, please upload a minimal reproduction project written in GDScript. This will make it easier for contributors to reproduce the issue locally as not everyone has a .NET setup available.
validations:
required: true

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@ -1,15 +1,17 @@
name: Download Godot artifact name: Download Godot artifact
description: Download the Godot artifact. description: Download the Godot artifact.
inputs: inputs:
name: name:
description: The artifact name. description: The artifact name.
default: "${{ github.job }}" default: ${{ github.job }}
path: path:
description: The path to download and extract to. description: The path to download and extract to.
required: true required: true
default: "./" default: ./
runs: runs:
using: "composite" using: composite
steps: steps:
- name: Download Godot Artifact - name: Download Godot Artifact
uses: actions/download-artifact@v4 uses: actions/download-artifact@v4

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@ -1,11 +1,13 @@
name: Dump Godot API name: Dump Godot API
description: Dump Godot API for GDExtension description: Dump Godot API for GDExtension
inputs: inputs:
bin: bin:
description: The path to the Godot executable description: The path to the Godot executable
required: true required: true
runs: runs:
using: "composite" using: composite
steps: steps:
# Dump GDExtension interface and API # Dump GDExtension interface and API
- name: Dump GDExtension interface and API for godot-cpp build - name: Dump GDExtension interface and API for godot-cpp build
@ -19,5 +21,5 @@ runs:
- name: Upload API dump - name: Upload API dump
uses: ./.github/actions/upload-artifact uses: ./.github/actions/upload-artifact
with: with:
name: 'godot-api-dump' name: godot-api-dump
path: './godot-api/*' path: ./godot-api/*

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@ -1,9 +1,10 @@
name: Build Godot name: Build Godot
description: Build Godot with the provided options. description: Build Godot with the provided options.
inputs: inputs:
target: target:
description: Build target (editor, template_release, template_debug). description: Build target (editor, template_release, template_debug).
default: "editor" default: editor
tests: tests:
description: Unit tests. description: Unit tests.
default: false default: false
@ -13,25 +14,26 @@ inputs:
required: false required: false
sconsflags: sconsflags:
description: Additional SCons flags. description: Additional SCons flags.
default: "" default: ''
required: false required: false
scons-cache: scons-cache:
description: The SCons cache path. description: The SCons cache path.
default: "${{ github.workspace }}/.scons-cache/" default: ${{ github.workspace }}/.scons-cache/
scons-cache-limit: scons-cache-limit:
description: The SCons cache size limit. description: The SCons cache size limit.
# actions/cache has 10 GiB limit, and GitHub runners have a 14 GiB disk. # actions/cache has 10 GiB limit, and GitHub runners have a 14 GiB disk.
# Limit to 7 GiB to avoid having the extracted cache fill the disk. # Limit to 7 GiB to avoid having the extracted cache fill the disk.
default: 7168 default: 7168
runs: runs:
using: "composite" using: composite
steps: steps:
- name: Scons Build - name: SCons Build
shell: sh shell: sh
env: env:
SCONSFLAGS: ${{ inputs.sconsflags }} SCONSFLAGS: ${{ inputs.sconsflags }}
SCONS_CACHE: ${{ inputs.scons-cache }} SCONS_CACHE: ${{ inputs.scons-cache }}
SCONS_CACHE_LIMIT: ${{ inputs.scons-cache-limit }} SCONS_CACHE_LIMIT: ${{ inputs.scons-cache-limit }}
run: | run: |
echo "Building with flags:" platform=${{ inputs.platform }} target=${{ inputs.target }} tests=${{ inputs.tests }} ${{ env.SCONSFLAGS }} echo "Building with flags:" platform=${{ inputs.platform }} target=${{ inputs.target }} tests=${{ inputs.tests }} ${{ env.SCONSFLAGS }}

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@ -3,18 +3,19 @@ description: Restore Godot build cache.
inputs: inputs:
cache-name: cache-name:
description: The cache base name (job name by default). description: The cache base name (job name by default).
default: "${{github.job}}" default: ${{ github.job }}
scons-cache: scons-cache:
description: The SCons cache path. description: The SCons cache path.
default: "${{github.workspace}}/.scons-cache/" default: ${{ github.workspace }}/.scons-cache/
runs: runs:
using: "composite" using: composite
steps: steps:
- name: Restore SCons cache directory - name: Restore SCons cache directory
uses: actions/cache/restore@v4 uses: actions/cache/restore@v4
with: with:
path: ${{inputs.scons-cache}} path: ${{ inputs.scons-cache }}
key: ${{inputs.cache-name}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}} key: ${{ inputs.cache-name }}-${{ env.GODOT_BASE_BRANCH }}-${{ github.ref }}-${{ github.sha }}
# We try to match an existing cache to restore from it. Each potential key is checked against # We try to match an existing cache to restore from it. Each potential key is checked against
# all existing caches as a prefix. E.g. 'linux-template-minimal' would match any cache that # all existing caches as a prefix. E.g. 'linux-template-minimal' would match any cache that
@ -28,7 +29,7 @@ runs:
# 4. A partial match for the same base branch only (not ideal, matches any PR with the same base branch). # 4. A partial match for the same base branch only (not ideal, matches any PR with the same base branch).
restore-keys: | restore-keys: |
${{inputs.cache-name}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}} ${{ inputs.cache-name }}-${{ env.GODOT_BASE_BRANCH }}-${{ github.ref }}-${{ github.sha }}
${{inputs.cache-name}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}} ${{ inputs.cache-name }}-${{ env.GODOT_BASE_BRANCH }}-${{ github.ref }}
${{inputs.cache-name}}-${{env.GODOT_BASE_BRANCH}}-refs/heads/${{env.GODOT_BASE_BRANCH}} ${{ inputs.cache-name }}-${{ env.GODOT_BASE_BRANCH }}-refs/heads/${{ env.GODOT_BASE_BRANCH }}
${{inputs.cache-name}}-${{env.GODOT_BASE_BRANCH}} ${{ inputs.cache-name }}-${{ env.GODOT_BASE_BRANCH }}

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@ -3,15 +3,16 @@ description: Save Godot build cache.
inputs: inputs:
cache-name: cache-name:
description: The cache base name (job name by default). description: The cache base name (job name by default).
default: "${{github.job}}" default: ${{ github.job }}
scons-cache: scons-cache:
description: The SCons cache path. description: The SCons cache path.
default: "${{github.workspace}}/.scons-cache/" default: ${{ github.workspace }}/.scons-cache/
runs: runs:
using: "composite" using: composite
steps: steps:
- name: Save SCons cache directory - name: Save SCons cache directory
uses: actions/cache/save@v4 uses: actions/cache/save@v4
with: with:
path: ${{inputs.scons-cache}} path: ${{ inputs.scons-cache }}
key: ${{inputs.cache-name}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}} key: ${{ inputs.cache-name }}-${{ env.GODOT_BASE_BRANCH }}-${{ github.ref }}-${{ github.sha }}

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@ -1,11 +1,13 @@
name: Test Godot project converter name: Test Godot project converter
description: Test the Godot project converter. description: Test the Godot project converter.
inputs: inputs:
bin: bin:
description: The path to the Godot executable description: The path to the Godot executable
required: true required: true
runs: runs:
using: "composite" using: composite
steps: steps:
- name: Test 3-to-4 conversion - name: Test 3-to-4 conversion
shell: sh shell: sh

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@ -1,17 +1,19 @@
name: Setup Python and SCons name: Setup Python and SCons
description: Setup Python, install the pip version of SCons. description: Setup Python, install the pip version of SCons.
inputs: inputs:
python-version: python-version:
description: The Python version to use. description: The Python version to use.
default: "3.x" default: 3.x
python-arch: python-arch:
description: The Python architecture. description: The Python architecture.
default: "x64" default: x64
scons-version: scons-version:
description: The SCons version to use. description: The SCons version to use.
default: "4.8.0" default: 4.8.0
runs: runs:
using: "composite" using: composite
steps: steps:
- name: Set up Python 3.x - name: Set up Python 3.x
uses: actions/setup-python@v5 uses: actions/setup-python@v5

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@ -1,11 +1,13 @@
name: Test Godot project name: Test Godot project
description: Run the test Godot project. description: Run the test Godot project.
inputs: inputs:
bin: bin:
description: The path to the Godot executable description: The path to the Godot executable
required: true required: true
runs: runs:
using: "composite" using: composite
steps: steps:
# Download and extract zip archive with project, folder is renamed to be able to easy change used project # Download and extract zip archive with project, folder is renamed to be able to easy change used project
- name: Download test project - name: Download test project

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@ -1,15 +1,17 @@
name: Upload Godot artifact name: Upload Godot artifact
description: Upload the Godot artifact. description: Upload the Godot artifact.
inputs: inputs:
name: name:
description: The artifact name. description: The artifact name.
default: "${{ github.job }}" default: ${{ github.job }}
path: path:
description: The path to upload. description: The path to upload.
required: true required: true
default: "bin/*" default: bin/*
runs: runs:
using: "composite" using: composite
steps: steps:
- name: Upload Godot Artifact - name: Upload Godot Artifact
uses: actions/upload-artifact@v4 uses: actions/upload-artifact@v4

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@ -9,12 +9,12 @@ env:
SCONSFLAGS: verbose=yes warnings=extra werror=yes debug_symbols=no module_text_server_fb_enabled=yes strict_checks=yes SCONSFLAGS: verbose=yes warnings=extra werror=yes debug_symbols=no module_text_server_fb_enabled=yes strict_checks=yes
concurrency: concurrency:
group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-android group: ci-${{ github.actor }}-${{ github.head_ref || github.run_number }}-${{ github.ref }}-android
cancel-in-progress: true cancel-in-progress: true
jobs: jobs:
build-android: build-android:
runs-on: "ubuntu-20.04" runs-on: ubuntu-20.04
name: ${{ matrix.name }} name: ${{ matrix.name }}
strategy: strategy:
fail-fast: false fail-fast: false
@ -39,7 +39,8 @@ jobs:
sconsflags: arch=arm64 sconsflags: arch=arm64
steps: steps:
- uses: actions/checkout@v4 - name: Checkout
uses: actions/checkout@v4
with: with:
submodules: recursive submodules: recursive

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@ -7,18 +7,19 @@ env:
# Used for the cache key. Add version suffix to force clean build. # Used for the cache key. Add version suffix to force clean build.
GODOT_BASE_BRANCH: master GODOT_BASE_BRANCH: master
# Used for the godot-cpp checkout. # Used for the godot-cpp checkout.
GODOT_CPP_BRANCH: '4.3' GODOT_CPP_BRANCH: 4.3
concurrency: concurrency:
group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-cpp-tests group: ci-${{ github.actor }}-${{ github.head_ref || github.run_number }}-${{ github.ref }}-cpp-tests
cancel-in-progress: true cancel-in-progress: true
jobs: jobs:
godot-cpp-tests: godot-cpp-tests:
runs-on: "ubuntu-20.04" runs-on: ubuntu-20.04
name: "Build and test Godot CPP" name: Build and test Godot CPP
steps: steps:
- uses: actions/checkout@v4 - name: Checkout
uses: actions/checkout@v4
with: with:
submodules: recursive submodules: recursive
@ -31,15 +32,15 @@ jobs:
with: with:
repository: godotengine/godot-cpp repository: godotengine/godot-cpp
ref: ${{ env.GODOT_CPP_BRANCH }} ref: ${{ env.GODOT_CPP_BRANCH }}
submodules: 'recursive' submodules: recursive
path: 'godot-cpp' path: godot-cpp
# Download generated API dump # Download generated API dump
- name: Download GDExtension interface and API dump - name: Download GDExtension interface and API dump
uses: ./.github/actions/download-artifact uses: ./.github/actions/download-artifact
with: with:
name: 'godot-api-dump' name: godot-api-dump
path: './godot-api' path: ./godot-api
# Extract and override existing files with generated files # Extract and override existing files with generated files
- name: Extract GDExtension interface and API dump - name: Extract GDExtension interface and API dump
@ -58,11 +59,11 @@ jobs:
cd ../.. cd ../..
gdextension-c-compile: gdextension-c-compile:
runs-on: "ubuntu-20.04" runs-on: 'ubuntu-20.04'
name: "Check GDExtension header with a C compiler" name: 'Check GDExtension header with a C compiler'
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v4
- name: "Run C compiler on gdextension_interface.h" - name: 'Run C compiler on gdextension_interface.h'
run: | run: |
gcc -c core/extension/gdextension_interface.h gcc -c core/extension/gdextension_interface.h

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@ -9,16 +9,17 @@ env:
SCONSFLAGS: verbose=yes warnings=extra werror=yes debug_symbols=no module_text_server_fb_enabled=yes strict_checks=yes SCONSFLAGS: verbose=yes warnings=extra werror=yes debug_symbols=no module_text_server_fb_enabled=yes strict_checks=yes
concurrency: concurrency:
group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-ios group: ci-${{ github.actor }}-${{ github.head_ref || github.run_number }}-${{ github.ref }}-ios
cancel-in-progress: true cancel-in-progress: true
jobs: jobs:
ios-template: ios-template:
runs-on: "macos-latest" runs-on: macos-latest
name: Template (target=template_release) name: Template (target=template_release)
steps: steps:
- uses: actions/checkout@v4 - name: Checkout
uses: actions/checkout@v4
with: with:
submodules: recursive submodules: recursive

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@ -12,12 +12,12 @@ env:
TSAN_OPTIONS: suppressions=misc/error_suppressions/tsan.txt TSAN_OPTIONS: suppressions=misc/error_suppressions/tsan.txt
concurrency: concurrency:
group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-linux group: ci-${{ github.actor }}-${{ github.head_ref || github.run_number }}-${{ github.ref }}-linux
cancel-in-progress: true cancel-in-progress: true
jobs: jobs:
build-linux: build-linux:
runs-on: "ubuntu-20.04" runs-on: ubuntu-20.04
name: ${{ matrix.name }} name: ${{ matrix.name }}
strategy: strategy:
fail-fast: false fail-fast: false
@ -27,7 +27,7 @@ jobs:
cache-name: linux-editor-mono cache-name: linux-editor-mono
target: editor target: editor
sconsflags: module_mono_enabled=yes sconsflags: module_mono_enabled=yes
bin: "./bin/godot.linuxbsd.editor.x86_64.mono" bin: ./bin/godot.linuxbsd.editor.x86_64.mono
build-mono: true build-mono: true
tests: false # Disabled due freeze caused by mix Mono build and CI tests: false # Disabled due freeze caused by mix Mono build and CI
doc-test: true doc-test: true
@ -40,7 +40,7 @@ jobs:
target: editor target: editor
# Debug symbols disabled as they're huge on this build and we hit the 14 GB limit for runners. # Debug symbols disabled as they're huge on this build and we hit the 14 GB limit for runners.
sconsflags: dev_build=yes scu_build=yes debug_symbols=no precision=double use_asan=yes use_ubsan=yes linker=gold sconsflags: dev_build=yes scu_build=yes debug_symbols=no precision=double use_asan=yes use_ubsan=yes linker=gold
bin: "./bin/godot.linuxbsd.editor.dev.double.x86_64.san" bin: ./bin/godot.linuxbsd.editor.dev.double.x86_64.san
build-mono: false build-mono: false
tests: true tests: true
proj-test: true proj-test: true
@ -53,7 +53,7 @@ jobs:
cache-name: linux-editor-llvm-sanitizers cache-name: linux-editor-llvm-sanitizers
target: editor target: editor
sconsflags: dev_build=yes use_asan=yes use_ubsan=yes use_llvm=yes linker=lld sconsflags: dev_build=yes use_asan=yes use_ubsan=yes use_llvm=yes linker=lld
bin: "./bin/godot.linuxbsd.editor.dev.x86_64.llvm.san" bin: ./bin/godot.linuxbsd.editor.dev.x86_64.llvm.san
build-mono: false build-mono: false
tests: true tests: true
# Skip 2GiB artifact speeding up action. # Skip 2GiB artifact speeding up action.
@ -66,36 +66,37 @@ jobs:
target: editor target: editor
tests: true tests: true
sconsflags: dev_build=yes use_tsan=yes use_llvm=yes linker=lld sconsflags: dev_build=yes use_tsan=yes use_llvm=yes linker=lld
bin: "./bin/godot.linuxbsd.editor.dev.x86_64.llvm.san" bin: ./bin/godot.linuxbsd.editor.dev.x86_64.llvm.san
build-mono: false build-mono: false
# Skip 2GiB artifact speeding up action. # Skip 2GiB artifact speeding up action.
artifact: false artifact: false
- name: Template w/ Mono (target=template_release) - name: Template w/ Mono (target=template_release, tests=yes)
cache-name: linux-template-mono cache-name: linux-template-mono
target: template_release target: template_release
sconsflags: module_mono_enabled=yes tests=yes sconsflags: module_mono_enabled=yes
bin: "./bin/godot.linuxbsd.template_release.x86_64.mono" bin: ./bin/godot.linuxbsd.template_release.x86_64.mono
build-mono: false build-mono: false
tests: true tests: true
artifact: true artifact: true
- name: Minimal template (target=template_release, everything disabled) - name: Minimal template (target=template_release, tests=yes, everything disabled)
cache-name: linux-template-minimal cache-name: linux-template-minimal
target: template_release target: template_release
sconsflags: modules_enabled_by_default=no disable_3d=yes disable_advanced_gui=yes deprecated=no minizip=no tests=yes sconsflags: modules_enabled_by_default=no disable_3d=yes disable_advanced_gui=yes deprecated=no minizip=no
bin: "./bin/godot.linuxbsd.template_release.x86_64" bin: ./bin/godot.linuxbsd.template_release.x86_64
tests: true tests: true
artifact: true artifact: true
steps: steps:
- uses: actions/checkout@v4 - name: Checkout
uses: actions/checkout@v4
with: with:
submodules: recursive submodules: recursive
# Need newer mesa for lavapipe to work properly. # Need newer mesa for lavapipe to work properly.
- name: Linux dependencies for tests - name: Linux dependencies for tests
if: ${{ matrix.proj-test }} if: matrix.proj-test
run: | run: |
sudo rm -f /etc/apt/sources.list.d/microsoft-prod.list sudo rm -f /etc/apt/sources.list.d/microsoft-prod.list
sudo apt-key adv --keyserver keyserver.ubuntu.com --recv-keys EB8B81E14DA65431D7504EA8F63F0F2B90935439 sudo apt-key adv --keyserver keyserver.ubuntu.com --recv-keys EB8B81E14DA65431D7504EA8F63F0F2B90935439
@ -120,11 +121,11 @@ jobs:
continue-on-error: true continue-on-error: true
- name: Setup Python and SCons - name: Setup Python and SCons
if: ${{ ! matrix.legacy-scons }} if: '!matrix.legacy-scons'
uses: ./.github/actions/godot-deps uses: ./.github/actions/godot-deps
- name: Setup Python and SCons (legacy versions) - name: Setup Python and SCons (legacy versions)
if: ${{ matrix.legacy-scons }} if: matrix.legacy-scons
uses: ./.github/actions/godot-deps uses: ./.github/actions/godot-deps
with: with:
# Sync with Ensure*Version in SConstruct. # Sync with Ensure*Version in SConstruct.
@ -149,48 +150,48 @@ jobs:
continue-on-error: true continue-on-error: true
- name: Generate C# glue - name: Generate C# glue
if: ${{ matrix.build-mono }} if: matrix.build-mono
run: | run: |
${{ matrix.bin }} --headless --generate-mono-glue ./modules/mono/glue ${{ matrix.bin }} --headless --generate-mono-glue ./modules/mono/glue
- name: Build .NET solutions - name: Build .NET solutions
if: ${{ matrix.build-mono }} if: matrix.build-mono
run: | run: |
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=linuxbsd ./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=linuxbsd
- name: Prepare artifact - name: Prepare artifact
if: ${{ matrix.artifact }} if: matrix.artifact
run: | run: |
strip bin/godot.* strip bin/godot.*
chmod +x bin/godot.* chmod +x bin/godot.*
- name: Upload artifact - name: Upload artifact
uses: ./.github/actions/upload-artifact uses: ./.github/actions/upload-artifact
if: ${{ matrix.artifact }} if: matrix.artifact
with: with:
name: ${{ matrix.cache-name }} name: ${{ matrix.cache-name }}
- name: Dump Godot API - name: Dump Godot API
uses: ./.github/actions/godot-api-dump uses: ./.github/actions/godot-api-dump
if: ${{ matrix.api-dump }} if: matrix.api-dump
with: with:
bin: ${{ matrix.bin }} bin: ${{ matrix.bin }}
- name: Unit tests - name: Unit tests
if: ${{ matrix.tests }} if: matrix.tests
run: | run: |
${{ matrix.bin }} --version ${{ matrix.bin }} --version
${{ matrix.bin }} --help ${{ matrix.bin }} --help
${{ matrix.bin }} --headless --test --force-colors ${{ matrix.bin }} --headless --test --force-colors
- name: .NET source generators tests - name: .NET source generators tests
if: ${{ matrix.build-mono }} if: matrix.build-mono
run: | run: |
dotnet test modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests dotnet test modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators.Tests
# Check class reference # Check class reference
- name: Check for class reference updates - name: Check for class reference updates
if: ${{ matrix.doc-test }} if: matrix.doc-test
run: | run: |
echo "Running --doctool to see if this changes the public API without updating the documentation." echo "Running --doctool to see if this changes the public API without updating the documentation."
echo -e "If a diff is shown, it means that your code/doc changes are incomplete and you should update the class reference with --doctool.\n\n" echo -e "If a diff is shown, it means that your code/doc changes are incomplete and you should update the class reference with --doctool.\n\n"
@ -199,20 +200,20 @@ jobs:
# Check API backwards compatibility # Check API backwards compatibility
- name: Check for GDExtension compatibility - name: Check for GDExtension compatibility
if: ${{ matrix.api-compat }} if: matrix.api-compat
run: | run: |
./misc/scripts/validate_extension_api.sh "${{ matrix.bin }}" ./misc/scripts/validate_extension_api.sh "${{ matrix.bin }}"
# Download and run the test project # Download and run the test project
- name: Test Godot project - name: Test Godot project
uses: ./.github/actions/godot-project-test uses: ./.github/actions/godot-project-test
if: ${{ matrix.proj-test }} if: matrix.proj-test
with: with:
bin: ${{ matrix.bin }} bin: ${{ matrix.bin }}
# Test the project converter # Test the project converter
- name: Test project converter - name: Test project converter
uses: ./.github/actions/godot-converter-test uses: ./.github/actions/godot-converter-test
if: ${{ matrix.proj-conv }} if: matrix.proj-conv
with: with:
bin: ${{ matrix.bin }} bin: ${{ matrix.bin }}

View file

@ -9,12 +9,12 @@ env:
SCONSFLAGS: verbose=yes warnings=extra werror=yes module_text_server_fb_enabled=yes strict_checks=yes SCONSFLAGS: verbose=yes warnings=extra werror=yes module_text_server_fb_enabled=yes strict_checks=yes
concurrency: concurrency:
group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-macos group: ci-${{ github.actor }}-${{ github.head_ref || github.run_number }}-${{ github.ref }}-macos
cancel-in-progress: true cancel-in-progress: true
jobs: jobs:
build-macos: build-macos:
runs-on: "macos-latest" runs-on: macos-latest
name: ${{ matrix.name }} name: ${{ matrix.name }}
strategy: strategy:
fail-fast: false fail-fast: false
@ -24,17 +24,18 @@ jobs:
cache-name: macos-editor cache-name: macos-editor
target: editor target: editor
tests: true tests: true
bin: "./bin/godot.macos.editor.universal" bin: ./bin/godot.macos.editor.universal
- name: Template (target=template_release) - name: Template (target=template_release, tests=yes)
cache-name: macos-template cache-name: macos-template
target: template_release target: template_release
tests: true tests: true
sconsflags: debug_symbols=no tests=yes sconsflags: debug_symbols=no
bin: "./bin/godot.macos.template_release.universal" bin: ./bin/godot.macos.template_release.universal
steps: steps:
- uses: actions/checkout@v4 - name: Checkout
uses: actions/checkout@v4
with: with:
submodules: recursive submodules: recursive
@ -86,7 +87,7 @@ jobs:
name: ${{ matrix.cache-name }} name: ${{ matrix.cache-name }}
- name: Unit tests - name: Unit tests
if: ${{ matrix.tests }} if: matrix.tests
run: | run: |
${{ matrix.bin }} --version ${{ matrix.bin }} --version
${{ matrix.bin }} --help ${{ matrix.bin }} --help

View file

@ -2,51 +2,45 @@ name: 🔗 GHA
on: [push, pull_request] on: [push, pull_request]
concurrency: concurrency:
group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-runner group: ci-${{ github.actor }}-${{ github.head_ref || github.run_number }}-${{ github.ref }}-runner
cancel-in-progress: true cancel-in-progress: true
jobs: jobs:
# First stage: Only static checks, fast and prevent expensive builds from running. # First stage: Only static checks, fast and prevent expensive builds from running.
static-checks: static-checks:
if: ${{ vars.DISABLE_GODOT_CI == '' }} if: '!vars.DISABLE_GODOT_CI'
name: 📊 Static checks name: 📊 Static checks
uses: ./.github/workflows/static_checks.yml uses: ./.github/workflows/static_checks.yml
# Second stage: Run all the builds and some of the tests. # Second stage: Run all the builds and some of the tests.
android-build: android-build:
if: ${{ vars.DISABLE_GODOT_CI == '' }}
name: 🤖 Android name: 🤖 Android
needs: static-checks needs: static-checks
uses: ./.github/workflows/android_builds.yml uses: ./.github/workflows/android_builds.yml
ios-build: ios-build:
if: ${{ vars.DISABLE_GODOT_CI == '' }}
name: 🍏 iOS name: 🍏 iOS
needs: static-checks needs: static-checks
uses: ./.github/workflows/ios_builds.yml uses: ./.github/workflows/ios_builds.yml
linux-build: linux-build:
if: ${{ vars.DISABLE_GODOT_CI == '' }}
name: 🐧 Linux name: 🐧 Linux
needs: static-checks needs: static-checks
uses: ./.github/workflows/linux_builds.yml uses: ./.github/workflows/linux_builds.yml
macos-build: macos-build:
if: ${{ vars.DISABLE_GODOT_CI == '' }}
name: 🍎 macOS name: 🍎 macOS
needs: static-checks needs: static-checks
uses: ./.github/workflows/macos_builds.yml uses: ./.github/workflows/macos_builds.yml
windows-build: windows-build:
if: ${{ vars.DISABLE_GODOT_CI == '' }}
name: 🏁 Windows name: 🏁 Windows
needs: static-checks needs: static-checks
uses: ./.github/workflows/windows_builds.yml uses: ./.github/workflows/windows_builds.yml
web-build: web-build:
if: ${{ vars.DISABLE_GODOT_CI == '' }}
name: 🌐 Web name: 🌐 Web
needs: static-checks needs: static-checks
uses: ./.github/workflows/web_builds.yml uses: ./.github/workflows/web_builds.yml
@ -56,7 +50,6 @@ jobs:
# Can be turned off for PRs that intentionally break compat with godot-cpp, # Can be turned off for PRs that intentionally break compat with godot-cpp,
# until both the upstream PR and the matching godot-cpp changes are merged. # until both the upstream PR and the matching godot-cpp changes are merged.
godot-cpp-test: godot-cpp-test:
if: ${{ vars.DISABLE_GODOT_CI == '' }}
name: 🪲 Godot CPP name: 🪲 Godot CPP
# This can be changed to depend on another platform, if we decide to use it for # This can be changed to depend on another platform, if we decide to use it for
# godot-cpp instead. Make sure to move the .github/actions/godot-api-dump step # godot-cpp instead. Make sure to move the .github/actions/godot-api-dump step

View file

@ -3,7 +3,7 @@ on:
workflow_call: workflow_call:
concurrency: concurrency:
group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-static group: ci-${{ github.actor }}-${{ github.head_ref || github.run_number }}-${{ github.ref }}-static
cancel-in-progress: true cancel-in-progress: true
jobs: jobs:
@ -48,7 +48,7 @@ jobs:
- name: Style checks via pre-commit - name: Style checks via pre-commit
uses: pre-commit/action@v3.0.1 uses: pre-commit/action@v3.0.1
with: with:
extra_args: --verbose --files ${{ env.CHANGED_FILES }} extra_args: --files ${{ env.CHANGED_FILES }}
- name: Python builders checks via pytest - name: Python builders checks via pytest
run: | run: |

View file

@ -8,15 +8,15 @@ env:
GODOT_BASE_BRANCH: master GODOT_BASE_BRANCH: master
SCONSFLAGS: verbose=yes warnings=extra werror=yes debug_symbols=no use_closure_compiler=yes strict_checks=yes SCONSFLAGS: verbose=yes warnings=extra werror=yes debug_symbols=no use_closure_compiler=yes strict_checks=yes
EM_VERSION: 3.1.64 EM_VERSION: 3.1.64
EM_CACHE_FOLDER: "emsdk-cache" EM_CACHE_FOLDER: emsdk-cache
concurrency: concurrency:
group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-web group: ci-${{ github.actor }}-${{ github.head_ref || github.run_number }}-${{ github.ref }}-web
cancel-in-progress: true cancel-in-progress: true
jobs: jobs:
web-template: web-template:
runs-on: "ubuntu-22.04" runs-on: ubuntu-22.04
name: ${{ matrix.name }} name: ${{ matrix.name }}
strategy: strategy:
fail-fast: false fail-fast: false
@ -37,16 +37,17 @@ jobs:
artifact: true artifact: true
steps: steps:
- uses: actions/checkout@v4 - name: Checkout
uses: actions/checkout@v4
with: with:
submodules: recursive submodules: recursive
- name: Set up Emscripten latest - name: Set up Emscripten latest
uses: mymindstorm/setup-emsdk@v14 uses: mymindstorm/setup-emsdk@v14
with: with:
version: ${{env.EM_VERSION}} version: ${{ env.EM_VERSION }}
actions-cache-folder: ${{env.EM_CACHE_FOLDER}} actions-cache-folder: ${{ env.EM_CACHE_FOLDER }}
cache-key: emsdk-${{ matrix.cache-name }}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}} cache-key: emsdk-${{ matrix.cache-name }}-${{ env.GODOT_BASE_BRANCH }}-${{ github.ref }}-${{ github.sha }}
- name: Verify Emscripten setup - name: Verify Emscripten setup
run: | run: |
@ -77,6 +78,6 @@ jobs:
- name: Upload artifact - name: Upload artifact
uses: ./.github/actions/upload-artifact uses: ./.github/actions/upload-artifact
if: ${{ matrix.artifact }} if: matrix.artifact
with: with:
name: ${{ matrix.cache-name }} name: ${{ matrix.cache-name }}

View file

@ -7,17 +7,17 @@ on:
env: env:
# Used for the cache key. Add version suffix to force clean build. # Used for the cache key. Add version suffix to force clean build.
GODOT_BASE_BRANCH: master GODOT_BASE_BRANCH: master
SCONSFLAGS: verbose=yes warnings=extra werror=yes module_text_server_fb_enabled=yes d3d12=yes strict_checks=yes "angle_libs=${{github.workspace}}/" SCONSFLAGS: verbose=yes warnings=extra werror=yes module_text_server_fb_enabled=yes d3d12=yes strict_checks=yes "angle_libs=${{ github.workspace }}/"
SCONS_CACHE_MSVC_CONFIG: true SCONS_CACHE_MSVC_CONFIG: true
concurrency: concurrency:
group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-windows group: ci-${{ github.actor }}-${{ github.head_ref || github.run_number }}-${{ github.ref }}-windows
cancel-in-progress: true cancel-in-progress: true
jobs: jobs:
build-windows: build-windows:
# Windows 10 with latest image # Windows 10 with latest image
runs-on: "windows-latest" runs-on: windows-latest
name: ${{ matrix.name }} name: ${{ matrix.name }}
strategy: strategy:
fail-fast: false fail-fast: false
@ -29,7 +29,7 @@ jobs:
tests: true tests: true
# Skip debug symbols, they're way too big with MSVC. # Skip debug symbols, they're way too big with MSVC.
sconsflags: debug_symbols=no vsproj=yes vsproj_gen_only=no windows_subsystem=console sconsflags: debug_symbols=no vsproj=yes vsproj_gen_only=no windows_subsystem=console
bin: "./bin/godot.windows.editor.x86_64.exe" bin: ./bin/godot.windows.editor.x86_64.exe
artifact: true artifact: true
- name: Editor w/ clang-cl (target=editor, tests=yes, use_llvm=yes) - name: Editor w/ clang-cl (target=editor, tests=yes, use_llvm=yes)
@ -39,16 +39,17 @@ jobs:
sconsflags: debug_symbols=no windows_subsystem=console use_llvm=yes sconsflags: debug_symbols=no windows_subsystem=console use_llvm=yes
bin: ./bin/godot.windows.editor.x86_64.llvm.exe bin: ./bin/godot.windows.editor.x86_64.llvm.exe
- name: Template (target=template_release) - name: Template (target=template_release, tests=yes)
cache-name: windows-template cache-name: windows-template
target: template_release target: template_release
tests: true tests: true
sconsflags: debug_symbols=no tests=yes sconsflags: debug_symbols=no
bin: "./bin/godot.windows.template_release.x86_64.console.exe" bin: ./bin/godot.windows.template_release.x86_64.console.exe
artifact: true artifact: true
steps: steps:
- uses: actions/checkout@v4 - name: Checkout
uses: actions/checkout@v4
with: with:
submodules: recursive submodules: recursive
@ -73,7 +74,7 @@ jobs:
target: angle/angle.zip target: angle/angle.zip
- name: Extract pre-built ANGLE static libraries - name: Extract pre-built ANGLE static libraries
run: Expand-Archive -Force angle/angle.zip ${{github.workspace}}/ run: Expand-Archive -Force angle/angle.zip ${{ github.workspace }}/
- name: Setup MSVC problem matcher - name: Setup MSVC problem matcher
uses: ammaraskar/msvc-problem-matcher@master uses: ammaraskar/msvc-problem-matcher@master
@ -104,7 +105,7 @@ jobs:
name: ${{ matrix.cache-name }} name: ${{ matrix.cache-name }}
- name: Unit tests - name: Unit tests
if: ${{ matrix.tests }} if: matrix.tests
run: | run: |
${{ matrix.bin }} --version ${{ matrix.bin }} --version
${{ matrix.bin }} --help ${{ matrix.bin }} --help

View file

@ -96,16 +96,21 @@ repos:
language: node language: node
entry: eslint entry: eslint
files: ^(platform/web/js/|modules/|misc/dist/html/).*\.(js|html)$ files: ^(platform/web/js/|modules/|misc/dist/html/).*\.(js|html)$
args: [--fix, --no-warn-ignored, --no-config-lookup, --config, platform/web/eslint.config.cjs] args:
- --fix,
- --no-warn-ignored,
- --no-config-lookup,
- --config,
- platform/web/eslint.config.cjs,
additional_dependencies: additional_dependencies:
- '@eslint/js@^9.3.0' - '@eslint/js@^9.3.0'
- '@html-eslint/eslint-plugin@^0.24.1' - '@html-eslint/eslint-plugin@^0.24.1'
- '@html-eslint/parser@^0.24.1' - '@html-eslint/parser@^0.24.1'
- '@stylistic/eslint-plugin@^2.1.0' - '@stylistic/eslint-plugin@^2.1.0'
- 'eslint@^9.3.0' - eslint@^9.3.0
- 'eslint-plugin-html@^8.1.1' - eslint-plugin-html@^8.1.1
- 'globals@^15.3.0' - globals@^15.3.0
- 'espree@^10.0.1' - espree@^10.0.1
- id: jsdoc - id: jsdoc
name: jsdoc name: jsdoc
@ -123,7 +128,7 @@ repos:
- -d - -d
- dry-run - dry-run
pass_filenames: false pass_filenames: false
additional_dependencies: ['jsdoc@^4.0.3'] additional_dependencies: [jsdoc@^4.0.3]
- id: svgo - id: svgo
name: svgo name: svgo
@ -131,7 +136,7 @@ repos:
entry: svgo entry: svgo
files: \.svg$ files: \.svg$
args: [--quiet, --config, misc/utility/svgo.config.mjs] args: [--quiet, --config, misc/utility/svgo.config.mjs]
additional_dependencies: ["svgo@3.3.2"] additional_dependencies: [svgo@3.3.2]
- id: copyright-headers - id: copyright-headers
name: copyright-headers name: copyright-headers
@ -179,7 +184,7 @@ repos:
language: python language: python
entry: python misc/scripts/dotnet_format.py entry: python misc/scripts/dotnet_format.py
types_or: [c#] types_or: [c#]
#
# End of upstream Godot pre-commit hooks. # End of upstream Godot pre-commit hooks.
# #
# Keep this separation to let downstream forks add their own hooks to this file, # Keep this separation to let downstream forks add their own hooks to this file,