mirror of
https://github.com/godotengine/godot-visual-script.git
synced 2025-12-31 21:48:42 +03:00
We've made several updates to improve our codebase and application performance. - Clang format was applied for better readability and consistency, aiding other developers in understanding and contributing to the code. - We resolved issues that were causing visual script compilation failure. The visual script now compiles successfully, ensuring application functionality. - Broken sections within the codebase were fixed, improving overall stability. - Built-in functions from the visual script were removed to simplify the code and enhance readability. - Generic search performance was improved to provide faster results, enhancing user experience. - Missing flow nodes were added to the Visual Script, ensuring all necessary components are present for correct functioning. In an effort to streamline the codebase: - `VisualScriptComment` class and related code were removed, reducing complexity and improving maintainability. - Error messages were optimized for quicker feedback when errors occur. - Licenses were updated to reflect recent changes, ensuring legal compliance and project transparency. - The `get_global_name()` override in `visual_script.h` was fixed, and `TYPE_BUILTIN_FUNC` in `visual_script_expression.h` was removed, improving code functionality. - Search logic was refactored to avoid double searching, enhancing performance. - Documentation was updated to reflect recent changes, providing accurate information to users and developers. - Property selection logic in `VisualScriptPropertySelector` was refactored for easier understanding and modification. - Code was refactored to avoid variable shadowing, improving readability and reducing potential errors. - `.clang-format` and `.clang-tidy` configuration files were added to ensure consistent code styling. To make the code more robust and easier to understand: - Variable names were corrected for clarity, and error handling in `visual_script_expression.cpp` was improved. - Function and variable names were refactored for better readability and maintainability. - Member editing logic in `VisualScriptEditor` was simplified. - Name variables were updated to be unique, avoiding potential conflicts and errors. - The `VisualScriptSubCall` class was refactored for simplicity and ease of understanding. For macOS workflow: - It was updated to use the latest version and correct path for installing Vulkan SDK, enabling the application to leverage the latest features and improvements from the Vulkan SDK. - Mac Vulkan SDK was installed to support Vulkan-based functionalities. Lastly, we made necessary changes to pass CI/CD tests, ensuring the code quality and stability of the application.
81 lines
2.6 KiB
YAML
81 lines
2.6 KiB
YAML
name: 🍎 Macos Builds
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on:
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push:
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branches: [main, github_actions]
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pull_request:
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branches: [main]
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# Global Cache Settings
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env:
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GODOT_BASE_BRANCH: master
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SCONS_CACHE_LIMIT: 4096
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jobs:
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macos-editor:
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runs-on: "macos-latest"
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name: Editor
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steps:
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# Clone Godot
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- uses: actions/checkout@v2
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with:
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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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with:
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path: modules/visual_script
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# Upload cache on completion and check it out now
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- name: Load .scons_cache directory
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id: macos-editor-cache
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uses: actions/cache@v2
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with:
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path: ${{github.workspace}}/.scons_cache/
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key: ${{github.job}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}}
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restore-keys: |
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${{github.job}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}}
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${{github.job}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}
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${{github.job}}-${{env.GODOT_BASE_BRANCH}}
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# Use python 3.x release (works cross platform; best to keep self contained in it's own step)
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- name: Set up Python 3.x
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uses: actions/setup-python@v2
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with:
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# Semantic version range syntax or exact version of a Python version
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python-version: "3.x"
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# Optional - x64 or x86 architecture, defaults to x64
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architecture: "x64"
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# Setup scons, print python version and scons version info, so if anything is broken it won't run the build.
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- name: Configuring Python packages
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run: |
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python -c "import sys; print(sys.version)"
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python -m pip install scons
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python --version
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scons --version
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- name: Setup Vulkan SDK
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run: |
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sh misc/scripts/install_vulkan_sdk_macos.sh
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# We should always be explicit with our flags usage here since it's gonna be sure to always set those flags
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- name: Compilation
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env:
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SCONS_CACHE: ${{github.workspace}}/.scons_cache/
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run: |
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scons -j2 verbose=yes warnings=all werror=yes platform=macos tools=yes tests=no target=template_release production=yes module_text_server_fb_enabled=yes
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# TODO Such tests are able to run from Godot 4.0 only
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# Execute unit tests for the editor
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#- name: Unit Tests
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# run: |
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# ./bin/godot.linuxbsd.opt.tools.64 --test
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# Make build available
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- uses: actions/upload-artifact@v2
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with:
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name: godot.osx.opt.tools.64
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path: bin/godot.osx.opt.tools.64
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