TF2-DMB / CBaseNPC

Provides a friendly interface for plugins to use in order to create custom NPCs on the game Team Fortress 2
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Add CI for plugins #41

Closed KitRifty closed 1 year ago

KitRifty commented 1 year ago

This extends the CI to compile the test plugins. There was an issue with some includes not being packaged with the releases, so compilation of the test plugins should be able to catch this next time.

Changes:

KitRifty commented 1 year ago

Oh yeah, I wasn't entirely sure if compiling the plugins against SM's dev build was necessary as you mentioned backwards-compatibility and all. I can just have the CI compile against 1.11.

And currently the naming of the job will fail us if SM ever gets to version 1.13 or later.

If the job names were hardcoded, yes. But the job name is based on the SM version that the SP compiler action was configured to use which would have to be manually updated in the future anyways. Updating the SM version will automatically update the job name too.

Kenzzer commented 1 year ago

If the job names were hardcoded, yes. But the job name is based on the SM version that the SP compiler action was configured to use which would have to be manually updated in the future anyways.

Yes but that is exactly why I'm requesting to hardcode the job name. I want a non changing job name, so that the repository settings don't have to be changed.

Just like currently the repo requires ubuntu-latest and windows-latest to succeed in order to allow the PR. I need a job named SM Stable, and not SM 1.11.x etc, as those are dynamic names.

KitRifty commented 1 year ago

I want a non changing job name, so that the repository settings don't have to be changed.

Okay that makes sense. I thought you wanted the name change just for readability purposes, but since it's actually for a repository setting I understand why a static name is needed. Thanks for the clarification!

In any case I've already changed the name, it should be SourcePawn CI / SM (Stable).