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Workflow file for this run

name: build
on: [push]
# let's build everty time for now
# push:
# branches:
# # Push events on main branch
# - master
# - 'release/**'
env:
GODOT_BASE_BRANCH: 3.2
SCONS_CACHE_MSVC_CONFIG: true
SCONS_CACHE_LIMIT: 4096
ANDROID_NDK_VERSION: 21.4.7075529
jobs:
build:
name: Build ${{ matrix.token }}
runs-on: ${{ matrix.os }}
strategy:
matrix:
include:
- os: macos-13
token: osx.editor
build: scons -j2 platform=osx tools=yes target=release_debug verbose=yes
- os: macos-13
token: osx.editor.headless
build: scons -j2 platform=server tools=yes target=release_debug verbose=yes
- os: macos-13
token: ios.release
build: |
mkdir iphone
scons p=iphone -j2 tools=no bits=64 target=release_debug arch=arm64 module_firebase_enabled=no module_websocket_enabled=no game_center=no debug_symbols=no separate_debug_symbols=yes
cp -R misc/dist/ios_xcode/ iphone/
find bin
cp bin/libgodot.iphone.opt.debug.arm64.a iphone/libgodot.iphone.release.fat.a
zip -X -r ios.release.zip iphone
rm -rf bin/*
mv ios.release.zip bin/
mkdir ios.headers
rsync -a -m -R --include '*/' --include '*.h' --include '*.inc' --exclude '*' --exclude '.git' --exclude 'bin' --exclude 'ios.headers' . ./ios.headers
zip -X -r ios.headers.zip ios.headers
mv ios.headers.zip bin/
- os: ubuntu-20.04
token: android.template.debug
build: |
scons platform=android -j 8 target=debug android_arch=arm64v8 tools=no module_firebase_enabled=no module_bullet_enabled=no module_websocket_enabled=no game_center=no builtin_pcre2_with_jit=no builtin_libvpx=no module_webm_enabled=no
scons platform=android -j 8 target=debug android_arch=x86_64 tools=no module_firebase_enabled=no module_bullet_enabled=no module_websocket_enabled=no game_center=no builtin_pcre2_with_jit=no builtin_libvpx=no module_webm_enabled=no
cd platform/android/java/
./gradlew generateGodotTemplates
# Remove files that will not be needed for export
cd ../../..
mv bin/android_source.zip bin/android_source.debug.zip
rm bin/android_debug.apk
rm bin/godot-lib.debug.aar
# copy unstripped binaries (for crashlytics)
cd platform/android/java/lib/libs/debug/
zip -r android.native_libs.unstripped.debug.zip ./
cd -
cp platform/android/java/lib/libs/debug/android.native_libs.unstripped.debug.zip bin
- os: ubuntu-20.04
token: android.template.release
build: |
scons platform=android -j 8 target=release_debug android_arch=arm64v8 tools=no module_firebase_enabled=no module_bullet_enabled=no module_websocket_enabled=no game_center=no builtin_pcre2_with_jit=no builtin_libvpx=no module_webm_enabled=no
scons platform=android -j 8 target=release_debug android_arch=x86_64 tools=no module_firebase_enabled=no module_bullet_enabled=no module_websocket_enabled=no game_center=no builtin_pcre2_with_jit=no builtin_libvpx=no module_webm_enabled=no
scons platform=android -j 8 target=release_debug android_arch=armv7 tools=no module_firebase_enabled=no module_bullet_enabled=no module_websocket_enabled=no game_center=no builtin_pcre2_with_jit=no builtin_libvpx=no module_webm_enabled=no
cd platform/android/java/
./gradlew generateGodotTemplates
# Remove files that will not be needed for export
cd ../../..
mv bin/android_source.zip bin/android_source.release.zip
rm bin/android_release.apk
rm bin/godot-lib.release.aar
# copy unstripped binaries (for crashlytics)
cd platform/android/java/lib/libs/release/
zip -r android.native_libs.unstripped.release.zip ./
cd -
cp platform/android/java/lib/libs/release/android.native_libs.unstripped.release.zip bin
- os: ubuntu-20.04
token: linux.editor.headless
build: |
scons target=release_debug platform=server tools=yes module_firebase_enabled=no module_bullet_enabled=no module_websocket_enabled=no game_center=no module_mono_enabled=no mono_glue=no
ls -l bin/
steps:
- name: Checkout Engine
uses: actions/checkout@v2
with:
submodules: 'recursive'
# - name: Install Rosetta dependencies
# if: ${{startsWith(matrix.os, 'macos')}}
# run: |
# softwareupdate --install-rosetta --agree-to-license
- name: Make apt sources.list use the default Ubuntu repositories
if: ${{matrix.os == 'ubuntu-20.04'}}
run: |
sudo rm -f /etc/apt/sources.list.d/*
sudo cp -f misc/ci/sources.list /etc/apt/sources.list
sudo apt-get update
- name: Set up Java 8
if: ${{startsWith(matrix.token, 'android.template')}}
uses: actions/setup-java@v4
with:
java-version: 11
distribution: 'zulu'
- name: Setup Android SDK
if: ${{startsWith(matrix.token, 'android.template')}}
uses: android-actions/setup-android@v3
with:
cmdline-tools-version: 6858069
packages: "ndk;${{env.ANDROID_NDK_VERSION}}"
# - name: Install Android NDK r21
# if: ${{startsWith(matrix.token, 'android.template')}}
# run: |
# sudo ls -lah ${ANDROID_HOME}/tools/bin/
# sudo sdkmanager --install 'ndk;${{env.ANDROID_NDK_VERSION}}'
# Upload cache on completion and check it out now
- name: Load .scons_cache directory
uses: actions/cache@v2
with:
path: .scons_cache
key: ${{matrix.token}}-${{github.ref}}-${{github.sha}}
restore-keys: |
${{matrix.token}}-${{github.ref}}-${{github.sha}}
${{matrix.token}}-${{github.ref}}
${{matrix.token}}
# 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@v2
with:
# Semantic version range syntax or exact version of a Python version
python-version: '3.11'
# 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
python --version
scons --version
- name: Configure dependencies
if: ${{startsWith(matrix.token, 'linux')}}
run: |
sudo apt-get install build-essential pkg-config libx11-dev libxcursor-dev \
libxinerama-dev libgl1-mesa-dev libglu-dev libasound2-dev libpulse-dev libudev-dev libxi-dev libxrandr-dev yasm
- name: Compilation
env:
SCONS_CACHE: ${{github.workspace}}/.scons_cache/
run: ${{ matrix.build }}
- name: Upload artifact
uses: actions/upload-artifact@v2
with:
name: ${{ matrix.token }}
path: bin/*
archive:
runs-on: ubuntu-latest
needs: [build]
steps:
- name: Download artifacts
uses: actions/download-artifact@v2
- name: Join artifacts
run: |
find . -type f -maxdepth 2 -mindepth 2
mkdir fnx.godot
find . -type f -maxdepth 2 -mindepth 2 | xargs -I{} cp "{}" fnx.godot
find fnx.godot
- name: Prepare assets
run: |
zip -r fnx.godot.zip fnx.godot
- name: Calculate tag
id: vars
run: echo "::set-output name=sha_short::$(echo "${{github.sha}}" | cut -c 1-8)"
- name: Releasing godot.${{ steps.vars.outputs.sha_short }}
id: create_release
uses: actions/create-release@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
prerelease: ${{ contains(github.ref, 'release/') }}
tag_name: godot.${{ steps.vars.outputs.sha_short }}
release_name: Release godot.${{ steps.vars.outputs.sha_short }} (${{ github.ref }})
body: |
ABOUT
=====
Automatic release of Godot Engine by Funexpected Team.
Some day there will be useful info here, for now it is used only for storing some info for
future API calls in `SPECS` section.
SPECS
=====
run.id: ${{ github.run_id }}
draft: false
- name: Upload Release
id: upload-release
uses: actions/upload-release-asset@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
upload_url: ${{ steps.create_release.outputs.upload_url }} # This pulls from the CREATE RELEASE step above, referencing it's ID to get its outputs object, which include a `upload_url`. See this blog post for more info: https://jasonet.co/posts/new-features-of-github-actions/#passing-data-to-future-steps
asset_path: ./fnx.godot.zip
asset_name: fnx.godot.zip
asset_content_type: application/zip