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.NET 6: Remove all Mono build code, install .NET SDK 6.0
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49
README.md
49
README.md
@@ -35,29 +35,27 @@ tried we ran into performance issues).
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The `build.sh` script included is used to build the containers themselves.
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The first two arguments can take any value and are meant to convey what Godot branch
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you are building for (e.g. `3.x`) and what Linux distribution the `Dockerfile.base`
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The two arguments can take any value and are meant to convey what Godot branch
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you are building for (e.g. `4.x`) and what Linux distribution the `Dockerfile.base`
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is based on (e.g. `f36` for Fedora 36).
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The third argument is important and should be the name of a tagged Mono release from
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the upstream `2020-02` branch (e.g. `mono-6.12.0.182`).
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Run the command using:
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./build.sh 3.x f36 mono-6.12.0.182
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./build.sh 4.x f36
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The above will generate images using the tag '3.x-f36-mono-6.12.0.182'.
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You can then specify it in the `build.sh` of [godot-build-scripts]().
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The above will generate images using the tag '4.x-f36'.
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You can then specify it in the `build.sh` of
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[godot-build-scripts](https://github.com/godotengine/godot-build-scripts).
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### Selecting which images to build
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If you don't need to build all versions or you want to try with a single target OS first,
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you can comment out the corresponding lines from the script:
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$podman_build_mono -t godot-linux:${img_version} -f Dockerfile.linux . 2>&1 | tee logs/linux.log
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$podman_build_mono -t godot-windows:${img_version} -f Dockerfile.windows . 2>&1 | tee logs/windows.log
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$podman_build_mono -t godot-javascript:${img_version} -f Dockerfile.javascript . 2>&1 | tee logs/javascript.log
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$podman_build_mono -t godot-android:${img_version} -f Dockerfile.android . 2>&1 | tee logs/android.log
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$podman_build -t godot-linux:${img_version} -f Dockerfile.linux . 2>&1 | tee logs/linux.log
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$podman_build -t godot-windows:${img_version} -f Dockerfile.windows . 2>&1 | tee logs/windows.log
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$podman_build -t godot-javascript:${img_version} -f Dockerfile.javascript . 2>&1 | tee logs/javascript.log
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$podman_build -t godot-android:${img_version} -f Dockerfile.android . 2>&1 | tee logs/android.log
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...
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**Note:** The MSVC image (used for UWP builds) does not work currently.
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@@ -68,31 +66,28 @@ you can comment out the corresponding lines from the script:
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These are the expected container image sizes, so you can plan your disk usage in advance:
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REPOSITORY TAG SIZE
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localhost/godot-fedora 3.x-f36-mono-6.12.0.182 546 MB
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localhost/godot-export 3.x-f36-mono-6.12.0.182 1.03 GB
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localhost/godot-mono 3.x-f36-mono-6.12.0.182 1.41 GB
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localhost/godot-mono-glue 3.x-f36-mono-6.12.0.182 1.75 GB
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localhost/godot-linux 3.x-f36-mono-6.12.0.182 3.8 GB
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localhost/godot-windows 3.x-f36-mono-6.12.0.182 3.31 GB
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localhost/godot-javascript 3.x-f36-mono-6.12.0.182 3.87 GB
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localhost/godot-android 3.x-f36-mono-6.12.0.182 6.06 GB
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localhost/godot-osx 3.x-f36-mono-6.12.0.182 5.71 GB
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localhost/godot-ios 3.x-f36-mono-6.12.0.182 6.53 GB
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localhost/godot-fedora 4.x-f36 1.06 GB
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localhost/godot-export 4.x-f36 1.54 GB
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localhost/godot-linux 4.x-f36 2.07 GB
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localhost/godot-windows 4.x-f36 1.81 GB
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localhost/godot-javascript 4.x-f36 2.2 GB
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localhost/godot-android 4.x-f36 4.24 GB
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localhost/godot-osx 4.x-f36 4.56 GB
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localhost/godot-ios 4.x-f36 5.01 GB
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In addition to this, generating containers will also require some host disk space
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(up to 30 GB) for the downloaded Mono sources and dependencies (Xcode, MSVC).
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(around 20 GB) for the dependencies (Xcode, MSVC).
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## Toolchains
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These are the toolchains currently in use for Godot 3.5 and later:
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These are the toolchains currently in use for Godot 4.0 and later:
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- Base image: Fedora 36
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- Mono version: 6.12.0.182
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- SCons: 4.3.0
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- SCons: 4.4.0
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- Linux: GCC 10.2.0 built against glibc 2.19, binutils 2.35.1, from our own [Linux SDK](https://github.com/godotengine/buildroot)
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- Windows: MinGW 9.0.0, GCC 11.2.0, binutils 2.37
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- HTML5: Emscripten 3.1.14 (standard builds), Emscripten 1.39.9 (Mono builds)
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- HTML5: Emscripten 3.1.20
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- Android: Android NDK 23.2.8568313, build-tools 32.0.0, platform android-32, CMake 3.18.1
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- macOS: Xcode 13.3.1 with LLVM Clang 13.0.1, MacOSX SDK 12.3
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- iOS: Xcode 13.3.1 with LLVM Clang 13.0.1, iPhoneOS SDK 15.4
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