name: Windows Builds on: [push, pull_request] # Global Cache Settings # SCONS_CACHE for windows must be set in the build environment env: SCONS_CACHE_MSVC_CONFIG: true SCONS_CACHE_LIMIT: 4096 jobs: windows-editor: # Windows 10 with latest image runs-on: "windows-latest" # Windows Editor - checkout with the plugin name: Editor (target=release_debug, tools=yes) steps: - uses: actions/checkout@v2 # Upload cache on completion and check it out now # Editing this is pretty dangerous for windows since it can break and needs properly tested with a fresh cache. # Linux with this will work reliably, so not as bad to edit for Linux. - name: Load .scons_cache directory id: windows-editor-cache uses: RevoluPowered/cache@v2.1 with: path: /.scons_cache/ key: ${{github.job}}-${GITHUB_REF##*/}-${{github.sha}} restore-keys: | ${{github.job}}-${GITHUB_REF##*/}-${{github.sha}} ${{github.job}}-${GITHUB_REF##*/} ${{github.job}} # 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.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 # We should always be explicit with our flags usage here since it's gonna be sure to always set those flags - name: Compilation env: SCONS_CACHE: /.scons_cache/ run: | scons -j2 verbose=yes warnings=all werror=yes platform=windows tools=yes target=release_debug # Build Product Upload (tested and working) # sorry this is disabled until github can give us some more space as we would hit our limit very quickly # tested this code and it works fine so just enable it to get them back # - name: publishing godot windows-editor # uses: actions/upload-artifact@v1 # with: # name: windows-editor (x64) # path: bin/godot.windows.opt.tools.64.exe windows-template: runs-on: "windows-latest" name: Template (target=release, tools=no) steps: - uses: actions/checkout@v2 # Upload cache on completion and check it out now # Editing this is pretty dangerous for windows since it can break and needs properly tested with a fresh cache. # Linux with this will work reliably, so not as bad to edit for Linux. - name: Load .scons_cache directory id: windows-template-cache uses: RevoluPowered/cache@v2.1 with: path: /.scons_cache/ key: ${{github.job}}-${GITHUB_REF##*/}-${{github.sha}} restore-keys: | ${{github.job}}-${GITHUB_REF##*/}-${{github.sha}} ${{github.job}}-${GITHUB_REF##*/} ${{github.job}} # Use python 3.x release (works cross platform) - 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.x' # Optional - x64 or x86 architecture, defaults to x64 architecture: 'x64' # You can test your matrix by printing the current Python version - name: Configuring Python packages run: | python -c "import sys; print(sys.version)" python -m pip install scons pywin32 python --version scons --version - name: Compilation env: SCONS_CACHE: /.scons_cache/ run: | scons -j2 verbose=yes warnings=all werror=yes platform=windows target=release tools=no # Build Product Upload (tested and working) # sorry this is disabled until github can give us some more space as we would hit our limit very quickly # tested this code and it works fine so just enable it to get them back # - name: publishing godot windows-template # uses: actions/upload-artifact@v1 # with: # name: windows-template (x64) # path: bin/godot.windows.opt.64.exe