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Merge pull request #74 from V-Sekai/reset-path
Update Windows workflow to use the official Godot repository
This commit is contained in:
8
.github/workflows/windows.yml
vendored
8
.github/workflows/windows.yml
vendored
@@ -22,8 +22,8 @@ jobs:
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# Clone Godot
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- uses: actions/checkout@v2
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with:
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repository: v-sekai/godot
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ref: groups-4.x
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repository: godotengine/godot
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ref: master
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# Clone our module under the correct directory
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- uses: actions/checkout@v2
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@@ -88,8 +88,8 @@ jobs:
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# Clone Godot
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- uses: actions/checkout@v2
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with:
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repository: v-sekai/godot
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ref: groups-4.x
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repository: godotengine/godot
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ref: master
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# Clone our module under the correct directory
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- uses: actions/checkout@v2
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@@ -779,6 +779,10 @@ bool VisualScript::can_instantiate() const {
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return true; // ScriptServer::is_scripting_enabled();
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}
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bool VisualScript::is_abstract() const {
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return false;
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}
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StringName VisualScript::get_instance_base_type() const { return base_type; }
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Ref<Script> VisualScript::get_base_script() const {
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@@ -358,6 +358,7 @@ public:
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void set_instance_base_type(const StringName &p_type);
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virtual bool can_instantiate() const override;
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virtual bool is_abstract() const override;
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virtual Ref<Script> get_base_script() const override;
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virtual StringName get_global_name() const override;
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@@ -624,6 +625,7 @@ public:
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//////////////////////////////////////
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virtual String get_name() const override;
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virtual void get_doc_comment_delimiters(List<String> *p_delimiters) const override {};
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/* LANGUAGE FUNCTIONS */
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virtual void init() override;
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