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Fix mesh rotation not saved in cube models #1267

Fix mesh rotation not saved in cube models

Fix mesh rotation not saved in cube models #1267

Workflow file for this run

name: 🚪 Windows Builds
on:
push:
branches: [ master, github_actions, "1.2" ]
pull_request:
branches: [ master ]
concurrency:
group: ${{ github.workflow }}-${{ github.ref }}
cancel-in-progress: true
# Global Cache Settings
# SCONS_CACHE for windows must be set in the build environment
env:
GODOT_BASE_BRANCH: "4.3-stable"
SCONS_CACHE_MSVC_CONFIG: true
SCONS_CACHE_LIMIT: 4096
jobs:
windows:
# Windows 10 with latest image
runs-on: "windows-latest"
name: ${{matrix.name}}
strategy:
matrix:
include:
- name: 4.3 Editor
target: editor
precision: single
executable_name: godot.windows.editor.x86_64.exe
tracy: no
- name: 4.3 Profiling Editor
target: editor
precision: single
# This is not a built-in feature of Godot so we have to do some changes manually
executable_name: godot.windows.tracy.editor.x86_64.exe
original_executable_name: godot.windows.editor.x86_64.exe
tracy: yes
- name: 4.3 Editor Float64
target: editor
precision: double
executable_name: godot.windows.editor.double.x86_64.exe
tracy: no
- name: 4.3 Template
target: template_release
precision: single
executable_name: godot.windows.template_release.x86_64.exe
tracy: no
steps:
# Clone Godot
- uses: actions/checkout@v4
with:
repository: godotengine/godot
ref: ${{ env.GODOT_BASE_BRANCH }}
# Clone our module under the correct directory
- uses: actions/checkout@v4
with:
path: modules/voxel
# Upload cache on completion and check it out now
# Editing this is pretty dangerous for Windows since it can break and needs to be properly tested with a fresh cache.
- name: Load .scons_cache directory
id: windows-cache
#uses: ${{matrix.cache_action}}
uses: actions/cache@v4
with:
path: /.scons_cache/
key: ${{matrix.executable_name}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}}
restore-keys: |
${{matrix.executable_name}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}}
${{matrix.executable_name}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}
${{matrix.executable_name}}-${{env.GODOT_BASE_BRANCH}}
# Use python 3.x release (works cross platform; best to keep self contained in it's own step)
- name: Set up Python 3.x
uses: actions/setup-python@v5
with:
# Semantic version range syntax or exact version of a Python version
python-version: '3.x'
# Optional - x64 or x86 architecture, defaults to x64
architecture: 'x64'
# Setup scons, print python version and scons version info, so if anything is broken it won't run the build.
- name: Configuring Python packages
run: |
python -c "import sys; print(sys.version)"
python -m pip install scons pywin32
python --version
scons --version
- name: Install Tracy
if: ${{ matrix.tracy == 'yes' }}
uses: actions/checkout@v4
with:
repository: wolfpld/tracy
ref: v0.10
path: thirdparty/tracy
# This is to instrument specific parts of Godot. Our module already has built-in instrumentation.
- name: Instrument code
if: ${{ matrix.tracy == 'yes' }}
run:
python modules/voxel/misc/instrument.py -d . -c modules/voxel/misc/instruments.json
# We should always be explicit with our flags usage here since it's gonna be sure to always set those flags
# TODO Enhancement: we'd like to use `warnings=extra` with MSVC but Godot doesn't compile yet with that level of warnings.
# See https://github.com/godotengine/godot/issues/66537
- name: Compilation
env:
SCONS_CACHE: /.scons_cache/
run: |
scons verbose=yes warnings=all werror=yes platform=windows tests=no target=${{matrix.target}} dev_build=no precision=${{matrix.precision}} tracy=${{matrix.tracy}} production=yes
- name: "Rename executable"
if: ${{ matrix.tracy == 'yes' }}
run:
mv bin/${{matrix.original_executable_name}} bin/${{matrix.executable_name}}
# Make build available
- uses: actions/upload-artifact@v4
with:
name: ${{matrix.executable_name}}
path: bin/${{matrix.executable_name}}