Closed arnaudgolfouse closed 3 years ago
Note that it also may be possible to simply build locally on our machines as an alternative. However :
This is great! Thanks! I'm a little worried about the windows auto-build. GNU and MSVC compilers are compatible on paper, but often not in practice, so hopefully this won't cause issues. I will update the godot asset store entry, since the commit that is linked there now apparently has bugs.
Yeah, it crossed my mind as well... I tested the produced library on a windows computer and everything seems to work fine for now. I will continue to search for a way to build it directly on windows though.
If necessary, I can compile the windows binaries manually. Also, should we add 32bit targets? Also, how do I operate this thing? I'm not very well versed in github. Do I just go to the "actions->build->shared libraries-> run workflow"?
Yep, that's it :slightly_smiling_face:
It will create a new commit, as well as a tag named after the version number chosen. You should also be asked for a description for the commit.
If this is not the behavior you want, the .github/workflows/make_release.yml
file can be changed.
I will investigate 32bit too... but later ^^
This leverage github actions to automatically build and test the library on all 3 major platforms (linux, windows and macos).
In theory the files included in this pull request are enough to make everything just work :tm: : we just need to launch the "Build shared libraries" action.
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