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48 Commits

Author SHA1 Message Date
6dd4226698 Only upload the actual bins
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2025-12-31 20:06:24 +01:00
c0a85cd70b Attempt building from cache
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2025-12-31 19:39:47 +01:00
ed2b28d7b1 Remove llvm from linux build
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2025-12-31 19:11:46 +01:00
b92507e2cd Force new image pull
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2025-12-31 19:07:58 +01:00
5fcb49df2a Remove image push and trigger new build workflow
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2025-12-31 19:06:05 +01:00
69bc09b362 Try running new build
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2025-12-31 19:03:48 +01:00
d180c7bcbd Build on pushes to infra branch
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2025-12-31 12:21:58 +01:00
a79cab1d7b Build using podman 2025-12-31 12:20:41 +01:00
912224d35e Trigger on this infra branch 2025-12-30 16:49:40 +01:00
63ab6e3f58 Run on workstation
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2025-12-30 16:41:49 +01:00
f75b2e00df add workflow dispatch
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2025-12-30 16:41:03 +01:00
d6febaaa11 Add main branch
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2025-12-30 16:37:44 +01:00
e3e3ae0955 Add exporter image registry
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2025-12-30 16:36:36 +01:00
efca38acff And to the from command
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2025-12-22 17:32:14 +01:00
cbddae7b2b Add storage driver to run command as well
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2025-12-22 17:31:27 +01:00
6cce0a367f Change buildah driver
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2025-12-22 17:26:51 +01:00
eabc4fec3f Update build script with max_cores env
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2025-12-22 16:57:21 +01:00
659e3c4179 Run job on heavy-linux runner
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2025-12-22 16:31:09 +01:00
6d2750552b Update to add run number to version
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2025-12-21 13:38:18 +01:00
b822c79d6b Revert nproc
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2025-12-18 20:58:28 +01:00
dc9f008a24 Add nproc-1 as cores
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2025-12-18 17:39:41 +01:00
9dca4a4460 Fix typo
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2025-12-18 16:37:36 +01:00
f33f851cb8 Update registry settings
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2025-12-18 16:35:18 +01:00
e40804a4ae Fix config storage drive
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Build Godot Engine / publish (push) Successful in 1m41s
2025-12-03 21:47:51 +01:00
8787924648 Fix working dir
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2025-12-03 21:44:52 +01:00
d212c80f06 Build linux editor and templates
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2025-12-03 21:39:19 +01:00
a90daf08c2 Checkout the repo
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2025-12-03 10:24:24 +01:00
bf4cb1830e Better publish script
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2025-12-02 23:54:44 +01:00
b21a22f4b9 Try building with registry publishing
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2025-12-02 21:09:23 +01:00
7acb86143e Remove stray backslash
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2025-12-02 15:35:34 +01:00
1375e0ceea Remove with correct driver
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2025-12-02 14:20:05 +01:00
f2e1e915a3 Disable d3d12
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2025-12-02 13:53:56 +01:00
54b45d1604 Look for container in correct storage
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2025-12-02 13:49:51 +01:00
74eba5fc29 Config with storage driver
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2025-12-02 13:47:13 +01:00
e02da0f0dc Fix workingdir
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2025-12-02 13:44:38 +01:00
87aaaee02e Fix long tag
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2025-12-02 13:39:20 +01:00
fa1656ea42 Fix env
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2025-12-02 13:37:53 +01:00
547913c8a4 Fix tag
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2025-12-02 13:35:57 +01:00
7358ab696e Run in buildah
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2025-12-02 13:35:07 +01:00
b1d2f4bae9 Use new windows image
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2025-12-02 11:43:19 +01:00
f3f03de589 Scons patching and linux build
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2025-12-01 23:15:17 +01:00
35e204f812 Core calculation and linking parameters
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2025-12-01 22:45:20 +01:00
6466e4168d Use new builder
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2025-12-01 22:08:37 +01:00
ff388b0aa1 Disable Direct3D 12
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2025-12-01 21:37:00 +01:00
f9f4f1aece Use full sha
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2025-12-01 21:34:04 +01:00
b16e46f1ca Set specific image sha
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2025-12-01 21:32:55 +01:00
dbe1dadd20 Build engine in matrix with own builder
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2025-12-01 21:17:08 +01:00
ce5e6a245d Add gitea workflow
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2025-11-30 21:08:40 +01:00
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@ -0,0 +1,150 @@
name: Build Godot Engine
on:
workflow_dispatch:
push:
branches: [ "customized-moa", "infra/exporter-image" ]
create:
tags:
- 'v*'
jobs:
# =================================================================
# JOB 1: LINUX COMPILATION (Consolidated)
# =================================================================
compile-linux:
name: Compile Linux (All Targets)
# Target your specific powerful node here
runs-on: heavy-linux
# Run inside the Fedora Builder image we created with Kaniko
container:
image: registry.forge.northernlighthouseinteractive.com/northern-lighthouse/godot-builder-linux:8740f6e
credentials:
username: ${{ gitea.repository_owner }}
password: ${{ secrets.ORG_ACTIONS_TOKEN }}
# Optional: Mount a host volume for SCons cache to speed up repeat builds drastically
volumes:
- /mnt/cache/scons:/root/.scons_cache
steps:
- name: Checkout Source
uses: actions/checkout@v3
- name: Setup Cache
# If you mapped the volume above, configure SCons to use it
run: |
echo "Setting up SCons Cache..."
export SCONS_CACHE=/root/.scons_cache
export SCONS_CACHE_LIMIT=5000
- name: Compile Editor
run: |
echo "Compiling Linux Editor..."
scons platform=linux target=editor precision=double production=yes arch=x86_64 -j$(nproc)
- name: Compile Templates
run: |
echo "Compiling Linux Templates..."
scons platform=linux target=template_release precision=double production=yes arch=x86_64 -j$(nproc)
scons platform=linux target=template_debug precision=double production=yes arch=x86_64 -j$(nproc)
- name: Upload Artifacts
uses: actions/upload-artifact@v3
with:
name: linux-build-artifacts
path: bin
# =================================================================
# JOB 2: WINDOWS COMPILATION (Consolidated)
# =================================================================
compile-windows:
name: Compile Windows (All Targets)
# You can target a DIFFERENT node here to run in parallel!
# e.g., runs-on: verdantforest
runs-on: heavy-linux
# We use the SAME Linux builder because it has MinGW for cross-compilation
container:
image: registry.forge.northernlighthouseinteractive.com/northern-lighthouse/godot-builder-windows:8740f6e
credentials:
username: ${{ gitea.repository_owner }}
password: ${{ secrets.ORG_ACTIONS_TOKEN }}
volumes:
- /mnt/cache/scons:/root/.scons_cache
steps:
- name: Checkout Source
uses: actions/checkout@v3
- name: Setup Cache
run: |
export SCONS_CACHE=/root/.scons_cache
export SCONS_CACHE_LIMIT=5000
- name: Compile Editor
run: |
echo "Compiling Windows Editor..."
# production=yes handles the optimization flags automatically
scons platform=windows target=editor precision=double production=yes arch=x86_64 use_mingw=yes use_llvm=yes d3d12=no -j$(nproc)
- name: Compile Templates
run: |
echo "Compiling Windows Templates..."
scons platform=windows target=template_release precision=double production=yes arch=x86_64 use_mingw=yes use_llvm=yes d3d12=no -j$(nproc)
scons platform=windows target=template_debug precision=double production=yes arch=x86_64 use_mingw=yes use_llvm=yes d3d12=no -j$(nproc)
- name: Upload Artifacts
uses: actions/upload-artifact@v3
with:
name: windows-build-artifacts
path: bin/godot.*
# =================================================================
# JOB 3: PUBLISH
# =================================================================
publish:
name: Publish Builds
needs: [compile-linux, compile-windows]
runs-on: ubuntu-latest
steps:
- name: Download Linux
uses: actions/download-artifact@v3
with:
name: linux-build-artifacts
path: .
- name: Download Windows
uses: actions/download-artifact@v3
with:
name: windows-build-artifacts
path: bin/godot.*
# - name: Package and Publish
# uses: docker://alpine:latest
# env:
# API_URL: https://registry.forge.northernlighthouseinteractive.com/api/packages/${{ gitea.repository_owner }}/generic
# TOKEN: ${{ secrets.ORG_ACTIONS_TOKEN }}
# ACTOR: ${{ gitea.repository_owner }}
# VERSION: ${{ gitea.sha }}-${{ gitea.run_number }}
# with:
# entrypoint: /bin/sh
# args: .gitea/workflows/scripts/publish.sh
# - name: Publish Artifacts
# env:
# API_URL: https://registry.forge.northernlighthouseinteractive.com/api/packages/${{ gitea.repository_owner }}/generic
# TOKEN: ${{ secrets.ORG_ACTIONS_TOKEN }}
# ACTOR: ${{ gitea.repository_owner }}
# VERSION: ${{ gitea.sha }}-${{ gitea.run_number }}
# run: |
# echo "Publishing artifacts..."
# apk add curl zip
# curl --fail --user "${{ACTOR}}:${{TOKEN}}" \
# --upload-file "godot-editor-windows.zip" \
# "${{API_URL}}/godot-editor-windows/${{VERSION}}/godot-editor-windows.zip"
# ... Your existing publish script logic here ...

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#!/bin/sh
set -e
# --- Configuration ---
FULL_IMAGE_URL="$REGISTRY/$OWNER/godot-builder-$BUILDER_TYPE:$IMAGE_TAG"
echo "------------------------------------------------"
echo "Starting Build for: $PLATFORM / $TARGET"
echo "Using Builder: $FULL_IMAGE_URL"
echo "------------------------------------------------"
echo "Logging into registry..."
# Note: We use --password-stdin for security so the secret isn't in process list
echo "$PASSWORD" | buildah login -u "$USERNAME" --password-stdin --tls-verify=false "$REGISTRY"
echo "Pulling image and creating working container..."
# We capture the Container ID (CTR)
CTR=$(buildah from --storage-driver=vfs --tls-verify=false "$FULL_IMAGE_URL")
# 3. Clean up on exit (Trap)
cleanup() {
echo "Cleaning up container..."
buildah rm "$CTR" || true
}
trap cleanup EXIT
# 4. Determine SCons Flags based on Platform
# Windows needs LLVM/MinGW flags. Linux just needs defaults.
SCONS_FLAGS="platform=$PLATFORM target=$TARGET arch=x86_64 precision=double production=$PRODUCTION -j${MAX_CORES:-$(nproc)}"
if [ "$PLATFORM" = "windows" ]; then
# Add Windows-specific flags (LLVM toolchain, disable D3D12)
SCONS_FLAGS="$SCONS_FLAGS use_llvm=yes use_mingw=yes d3d12=no"
fi
# We use 'buildah config' to set it on the container instance instead.
buildah config --storage-driver=vfs --workingdir /src "$CTR"
echo "Running: scons $SCONS_FLAGS"
# 5. Run Build
buildah run \
--storage-driver=vfs \
--volume "$PWD":/src \
"$CTR" \
scons $SCONS_FLAGS
echo "✅ Build Complete"

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#!/bin/sh
set -e
# Install tools (Alpine container)
apk add --no-cache curl zip
echo "------------------------------------------------"
echo "Publishing Packages for Version: $VERSION"
echo "------------------------------------------------"
# --- 1. WINDOWS EDITOR ---
echo "Packaging Windows Editor..."
zip -j godot-editor-windows.zip dist/godot-windows-editor/*.exe
curl --fail --user "$ACTOR:$TOKEN" \
--upload-file "godot-editor-windows.zip" \
"$API_URL/godot-editor-windows/$VERSION/godot-editor-windows.zip"
# --- 2. LINUX EDITOR ---
echo "Packaging Linux Editor..."
# Find the linux binary (it has no extension, so we grep for 'godot.')
LINUX_BIN=$(find dist/godot-linux-editor -type f -name "godot.linuxbsd.editor*" | head -n 1)
zip -j godot-editor-linux.zip "$LINUX_BIN"
curl --fail --user "$ACTOR:$TOKEN" \
--upload-file "godot-editor-linux.zip" \
"$API_URL/godot-editor-linux/$VERSION/godot-editor-linux.zip"
# --- 3. EXPORT TEMPLATES (Windows + Linux) ---
echo "Packaging Templates (.tpz)..."
mkdir -p templates
# Windows Templates (Filter out console wrapper)
cp $(ls dist/godot-windows-debug/*.exe | grep -v "console") templates/windows_debug_x86_64.exe
cp $(ls dist/godot-windows-release/*.exe | grep -v "console") templates/windows_release_x86_64.exe
# Linux Templates
cp $(find dist/godot-linux-debug -type f -name "godot.*") templates/linux_debug.x86_64
cp $(find dist/godot-linux-release -type f -name "godot.*") templates/linux_release.x86_64
# Create TPZ
zip -j templates.tpz templates/*
curl --fail --user "$ACTOR:$TOKEN" \
--upload-file "templates.tpz" \
"$API_URL/godot-templates/$VERSION/templates.tpz"
echo "✅ All packages published successfully!"

27
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# Dockerfile
FROM ubuntu:24.04
# Prevent interactive prompts during build
ENV DEBIAN_FRONTEND=noninteractive
# 1. Install Node.js (Required for Gitea/GitHub Actions)
# 2. Install Godot Runtime Dependencies (Required for export)
# 3. Install Git/Curl (Useful utilities)
RUN apt-get update && apt-get install -y \
nodejs \
npm \
git \
curl \
libfontconfig1 \
libx11-6 \
libxcursor1 \
libxext6 \
libxfixes3 \
libxi6 \
libxinerama1 \
libxrandr2 \
libxrender1 \
libgl1 \
ca-certificates \
unzip \
&& rm -rf /var/lib/apt/lists/*