abarichello / godot-ci

Docker image to export Godot Engine games. Templates for Gitlab CI and GitHub Actions to deploy to GitLab Pages/GitHub Pages/Itch.io.
https://hub.docker.com/r/barichello/godot-ci
MIT License
758 stars 133 forks source link

How to use with beta builds? #89

Closed bend-n closed 2 years ago

bend-n commented 2 years ago

for instance this

I see https://github.com/abarichello/godot-ci/blob/651e66176ab66ba920d9487614fd472f470612a8/Dockerfile#L22-L24 however not quite sure how to set them. Do I image: docker://barichello/godot-ci:3.5/rc6?

Calinou commented 2 years ago

There are no container images provided for pre-releases. This means godot-ci can only be used with stable releases.

Now that deployment is automated, we could build container images for pre-releases. However, we need to make sure the latest tag continues pointing to the latest stable release only, not pre-releases.

cc @TheOrioli

TheOrioli commented 2 years ago

@bend-n @Calinou

In this PR https://github.com/abarichello/godot-ci/pull/83 a workflow was added that can be used to build pre-releases, I'm not sure who has the power to actually run them in this repo, but I have been running them in mine. The workflow does not overwrite the latest tag https://github.com/TheOrioli/godot-ci/actions/workflows/manual_build.yml

Images are available on :

I use them like this in my workflows:

  build:
    strategy:
      matrix:
        include:
          - template: windows
            export_name: $EXPORT_NAME.exe
      fail-fast: true
    name: Build ${{ matrix.template }}
    runs-on: ubuntu-latest
    needs: [version]
    container:
      image: ghcr.io/theorioli/godot-ci:mono-3.5.rc6

EDIT: Once the Manual Build workflow is ran in this repository the abarichello Docker and GHCR images will work properly

bend-n commented 2 years ago

@TheOrioli

Having a few issues... does it download the templates?

TheOrioli commented 2 years ago

@bend-n your GODOT_VERSION is still set to 3.4.4 in the workflow, change that to GODOT_VERSION: 3.5.rc6

bend-n commented 2 years ago

@TheOrioli

I still have the problem of /root/.local/share/godot/templates being completly empty...

PS: the line the link points to is the results of ls -l /root/.local/share/godot/templates Oh wait, its actually ~/.. Lets see what happens if i change it..

TheOrioli commented 2 years ago

@bend-n this is the setup step in my builds

 - name: Setup
      shell: bash
      run: |
        mkdir -v -p ~/.local/share/godot/templates
        mv /root/.local/share/godot/templates/${GODOT_VERSION}.mono ~/.local/share/godot/templates/${GODOT_VERSION}.mono

I use the mono version, so it should be just removing the .mono at the end of the lines

bend-n commented 2 years ago

@TheOrioli

does mono have the random windows build failure?

the action

TheOrioli commented 2 years ago

@bend-n I have not seen that error before.

I see two things that could be messy:

  1. ERROR: Cannot open file 'res://.import/Capture.ogg-f2e17ec5719fd0451670492ce185e886.oggstr'. at: get_dependencies (core/io/resource_format_binary.cpp:984)

    1. WARNING: Resources Modification: Could not start rcedit executable, configure rcedit path in the Editor Settings (Export > Windows > Rcedit).

the Rcedit one is much easier to debug, it's just a setting you can manually disable in the export config in the godot project export settings.

image
bend-n commented 2 years ago

The import errors are normal, i ignore the .import

bend-n commented 2 years ago

I got it 🥳