Files
godot-visual-script/.github/workflows/windows.yml
K. S. Ernest (iFire) Lee 9a4df15d3e Codebase Enhancements and Performance Improvements
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.
2023-08-19 09:42:23 -07:00

147 lines
5.1 KiB
YAML

name: 🚪 Windows Builds
on:
push:
branches: [main, github_actions]
pull_request:
branches: [main]
# Global Cache Settings
# SCONS_CACHE for windows must be set in the build environment
env:
GODOT_BASE_BRANCH: master
SCONS_CACHE_MSVC_CONFIG: true
SCONS_CACHE_LIMIT: 4096
jobs:
windows-editor:
# Windows 10 with latest image
runs-on: "windows-latest"
name: Editor
steps:
# Clone Godot
- uses: actions/checkout@v2
with:
repository: v-sekai/godot
ref: groups-4.x
# Clone our module under the correct directory
- uses: actions/checkout@v2
with:
path: modules/visual_script
# Upload cache on completion and check it out now
# Editing this is pretty dangerous for Windows since it can break and needs to be properly tested with a fresh cache.
- name: Load .scons_cache directory
id: windows-editor-cache
uses: actions/cache@v2
with:
path: /.scons_cache/
key: ${{github.job}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}}
restore-keys: |
${{github.job}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}}
${{github.job}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}
${{github.job}}-${{env.GODOT_BASE_BRANCH}}
# Use python 3.x release (works cross platform; best to keep self contained in it's own step)
- name: Set up Python 3.x
uses: actions/setup-python@v2
with:
# Semantic version range syntax or exact version of a Python version
python-version: "3.x"
# Optional - x64 or x86 architecture, defaults to x64
architecture: "x64"
# Setup scons, print python version and scons version info, so if anything is broken it won't run the build.
- name: Configuring Python packages
run: |
python -c "import sys; print(sys.version)"
python -m pip install scons pywin32
python --version
scons --version
# We should always be explicit with our flags usage here since it's gonna be sure to always set those flags
- name: Compilation
env:
SCONS_CACHE: /.scons_cache/
run: |
scons -j2 verbose=yes warnings=all werror=yes platform=windows tools=yes tests=no target=template_release
# TODO Such tests are able to run from Godot 4.0 only
# Execute unit tests for the editor
#- name: Unit Tests
# run: |
# ./bin/godot.windows.opt.tools.64.exe --test
# Make build available
- uses: actions/upload-artifact@v2
with:
name: godot.windows.opt.tools.64.exe
path: bin/godot.windows.opt.tools.64.exe
windows-template:
# Windows 10 with latest image
runs-on: "windows-latest"
name: Release
steps:
# Clone Godot
- uses: actions/checkout@v2
with:
repository: v-sekai/godot
ref: groups-4.x
# Clone our module under the correct directory
- uses: actions/checkout@v2
with:
path: modules/visual_script
# Upload cache on completion and check it out now
# Editing this is pretty dangerous for Windows since it can break and needs to be properly tested with a fresh cache.
- name: Load .scons_cache directory
id: windows-editor-cache
uses: RevoluPowered/cache@v2.1
with:
path: /.scons_cache/
key: ${{github.job}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}}
restore-keys: |
${{github.job}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}-${{github.sha}}
${{github.job}}-${{env.GODOT_BASE_BRANCH}}-${{github.ref}}
${{github.job}}-${{env.GODOT_BASE_BRANCH}}
# Use python 3.x release (works cross platform; best to keep self contained in it's own step)
- name: Set up Python 3.x
uses: actions/setup-python@v2
with:
# Semantic version range syntax or exact version of a Python version
python-version: "3.x"
# Optional - x64 or x86 architecture, defaults to x64
architecture: "x64"
# Setup scons, print python version and scons version info, so if anything is broken it won't run the build.
- name: Configuring Python packages
run: |
python -c "import sys; print(sys.version)"
python -m pip install scons pywin32
python --version
scons --version
# We should always be explicit with our flags usage here since it's gonna be sure to always set those flags
- name: Compilation
env:
SCONS_CACHE: /.scons_cache/
run: |
scons -j2 verbose=yes warnings=all werror=yes platform=windows tools=no tests=no target=template_release
# TODO Such tests are able to run from Godot 4.0 only
# Execute unit tests for the editor
#- name: Unit Tests
# run: |
# ./bin/godot.windows.opt.tools.64.exe --test
# Make build available
- uses: actions/upload-artifact@v2
with:
name: godot.windows.opt.64.exe
path: bin/godot.windows.opt.64.exe