Scons patching and linux build
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Build Godot Engine / Build Windows ${{ matrix.name }} (godot-linux-editor, , Linux Editor, linuxbsd, yes, editor) (push) Failing after 35m4s
Build Godot Engine / Build Windows ${{ matrix.name }} (godot-windows-debug, Debug Template, no, template_debug) (push) Failing after 22m19s
Build Godot Engine / Build Windows ${{ matrix.name }} (godot-windows-editor, Editor, yes, editor) (push) Failing after 34m48s
Build Godot Engine / Build Windows ${{ matrix.name }} (godot-windows-release, Release Template, yes, template_release) (push) Failing after 23m34s

This commit is contained in:
2025-12-01 23:15:17 +01:00
parent 35e204f812
commit f3f03de589

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@ -4,7 +4,7 @@ on:
branches: ["customized-moa"]
create:
tags:
- 'v*'
- "v*"
jobs:
build-windows:
@ -24,19 +24,29 @@ jobs:
fail-fast: false
matrix:
include:
# 1. The Editor (The IDE)
# Linux Editor Build (Easy Mode)
- name: Linux Editor
target: editor
# platform=linuxbsd is the key
platform: linuxbsd
production: yes
artifact_name: godot-linux-editor
# Linux builds don't use the .exe extension
ext: ""
# Windows Editor
- name: Editor
target: editor
production: yes
artifact_name: godot-windows-editor
# 2. Debug Template (For testing game logic)
# Windows Debug Template (For testing game logic)
- name: Debug Template
target: template_debug
production: no
artifact_name: godot-windows-debug
# 3. Release Template (For final export)
# Windows Release Template (For final export)
- name: Release Template
target: template_release
production: yes
@ -48,6 +58,16 @@ jobs:
with:
submodules: recursive
# NEW STEP: Patch the build file to force linking HID
- name: Patch SCons for Fedora
run: |
# Find the line defining LIBS and inject 'hid' and 'setupapi'
# This ensures they come AFTER the object files
sed -i "s/env.Append(LIBS=\['mingw32'/env.Append(LIBS=\['mingw32', 'hid', 'setupapi'/" platform/windows/detect.py
# Optional: Verify the change
grep "env.Append(LIBS=" platform/windows/detect.py
- name: Compile with SCons
run: |
# --- SMART CORE DETECTION ---