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39 Commits

Author SHA1 Message Date
1e568533ba New attempt
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2025-12-22 19:27:44 +01:00
200cb5fbb1 Remove pipe filter
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2025-12-22 19:26:05 +01:00
971b9cab41 Native git checkout
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2025-12-22 19:23:55 +01:00
63660c3158 Attempt running on podman
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2025-12-22 19:18:20 +01:00
efca38acff And to the from command
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Build Godot Engine / Build linuxbsd template_debug (push) Successful in 7m36s
Build Godot Engine / Build linuxbsd editor (push) Successful in 9m10s
Build Godot Engine / Build linuxbsd template_release (push) Successful in 6m17s
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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 / Build ${{ matrix.platform }} ${{ matrix.target }} (godot-linux-debug, linux, linuxbsd, no, template_debug) (push) Successful in 18m0s
Build Godot Engine / Build ${{ matrix.platform }} ${{ matrix.target }} (godot-linux-editor, linux, linuxbsd, yes, editor) (push) Successful in 27m43s
Build Godot Engine / Build ${{ matrix.platform }} ${{ matrix.target }} (godot-linux-release, linux, linuxbsd, yes, template_release) (push) Successful in 18m6s
Build Godot Engine / Build ${{ matrix.platform }} ${{ matrix.target }} (godot-windows-debug, windows, windows, no, template_debug) (push) Successful in 23m21s
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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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Build Godot Engine / Build Windows ${{ matrix.name }} (godot-windows-editor, Editor, yes, editor) (push) Successful in 34m29s
Build Godot Engine / Build Windows ${{ matrix.name }} (godot-windows-release, Release Template, yes, template_release) (push) Successful in 23m1s
Build Godot Engine / publish (push) Successful in 54s
2025-12-03 10:24:24 +01:00
bf4cb1830e Better publish script
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Build Godot Engine / Build Windows ${{ matrix.name }} (godot-windows-editor, Editor, yes, editor) (push) Successful in 33m49s
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2025-12-02 23:54:44 +01:00
b21a22f4b9 Try building with registry publishing
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Build Godot Engine / Build Windows ${{ matrix.name }} (godot-windows-debug, Debug Template, no, template_debug) (push) Successful in 21m57s
Build Godot Engine / Build Windows ${{ matrix.name }} (godot-windows-editor, Editor, yes, editor) (push) Successful in 34m10s
Build Godot Engine / Build Windows ${{ matrix.name }} (godot-windows-release, Release Template, yes, template_release) (push) Successful in 22m45s
Build Godot Engine / publish (push) Failing after 24s
2025-12-02 21:09:23 +01:00
7acb86143e Remove stray backslash
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Build Godot Engine / Build Windows ${{ matrix.name }} (godot-windows-debug, Debug Template, no, template_debug) (push) Successful in 40m0s
Build Godot Engine / Build Windows ${{ matrix.name }} (godot-windows-editor, Editor, yes, editor) (push) Successful in 34m26s
Build Godot Engine / Build Windows ${{ matrix.name }} (godot-windows-release, Release Template, yes, template_release) (push) Successful in 22m50s
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
3 changed files with 243 additions and 0 deletions

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name: Build Godot Engine
on:
push:
branches: [ "customized-moa" ]
create:
tags:
- 'v*'
jobs:
# --- BUILD JOBS (Parallel Matrix) ---
build-engine:
name: Build ${{ matrix.platform }} ${{ matrix.target }}
runs-on: heavy-linux
# 1. NEW: Define the container dynamically per matrix entry
container:
image: registry.forge.northernlighthouseinteractive.com/${{ gitea.repository_owner }}/godot-builder-${{ matrix.builder }}:latest
# Pull credentials (if your registry is private)
credentials:
username: ${{ gitea.repository_owner }}
password: ${{ secrets.ORG_ACTIONS_TOKEN }}
# Set resource limits for the JOB container
options: --cpus 24 --memory 30g
strategy:
fail-fast: false
matrix:
include:
# Windows
- platform: windows
target: editor
production: yes
artifact_name: godot-windows-editor
builder: windows
extra_flags: "use_mingw=yes d3d12=no"
- platform: windows
target: template_debug
production: no
artifact_name: godot-windows-debug
builder: windows
extra_flags: "use_mingw=yes d3d12=no"
- platform: windows
target: template_release
production: yes
artifact_name: godot-windows-release
builder: windows
extra_flags: "use_mingw=yes d3d12=no"
# Linux
- platform: linuxbsd
target: editor
production: yes
artifact_name: godot-linux-editor
builder: linux
- platform: linuxbsd
target: template_debug
production: no
artifact_name: godot-linux-debug
builder: linux
- platform: linuxbsd
target: template_release
production: yes
artifact_name: godot-linux-release
builder: linux
steps:
- name: Checkout Source (Native Git)
run: |
echo "Initializing Git..."
git config --global --add safe.directory '*'
git init
# 1. Clean the Server URL using shell commands
# We strip both http:// and https:// to be safe
SERVER_DOMAIN=$(echo "${{ gitea.server_url }}" | sed 's|https://||' | sed 's|http://||')
# 2. Add Remote with Token Auth
# We use the $SERVER_DOMAIN variable we just created
git remote add origin "https://${{ gitea.actor }}:${{ secrets.ORG_ACTIONS_TOKEN }}@$SERVER_DOMAIN/${{ gitea.repository }}.git"
# 3. Fetch specific commit
echo "Fetching commit ${{ gitea.sha }}..."
git fetch --depth 1 origin ${{ gitea.sha }}
git checkout FETCH_HEAD
# 4. Handle Submodules
echo "Updating submodules..."
# Configure git to use credentials for submodules on the same domain
git config --global url."https://${{ gitea.actor }}:${{ secrets.ORG_ACTIONS_TOKEN }}@$SERVER_DOMAIN/".insteadOf "https://$SERVER_DOMAIN/"
git submodule update --init --recursive
# 2. UPDATED: No more 'buildah' script. Run SCons directly.
- name: Compile (${{ matrix.platform }})
run: |
echo "Starting Native Build..."
# Use the injected limit, fallback to nproc if missing
THREADS=${MAX_CORES:-$(nproc)}
echo "Building for ${{ matrix.platform }} (Target: ${{ matrix.target }}) with $THREADS threads."
# Base SCons command
# Note: We construct flags dynamically based on the matrix variables
scons platform=${{ matrix.platform }} \
target=${{ matrix.target }} \
arch=x86_64 \
precision=double \
production=${{ matrix.production }} \
${{ matrix.extra_flags }} \
-j$THREADS
- name: Upload Artifacts
uses: actions/upload-artifact@v3
with:
name: ${{ matrix.artifact_name }}
path: bin/godot.*
# --- PUBLISH JOB ---
publish:
needs: build-engine
runs-on: ubuntu-latest
steps:
- name: Checkout Source
uses: actions/checkout@v3
with:
submodules: recursive
- name: Download All Artifacts
uses: actions/download-artifact@v3
with:
path: dist
- name: Make script executable
run: chmod +x .gitea/workflows/scripts/publish.sh
- name: Package and Publish
uses: docker://alpine:latest
env:
API_URL: https://registry.forge.northernlighthouseinteractive.com/api/packages/${{ 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

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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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@ -0,0 +1,48 @@
#!/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!"