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Add CI step for compiling and testing godot-cpp #54015
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It seems to stall on "Check for extension api updates", no idea why. |
Maybe try |
Yes, and then the whole shebang to use a software Vulkan renderer and xvfb is not needed. I don't think it will solve the issue though, @qarmin seems to have the same issue on #47600 (comment) |
thats weird, it ran the last time, wonder why it stopped this time |
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This gives a display error, weird... |
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@akien-mga I'm stuck, it again just stalled on executing the dump, I went back to running it with swift shader, running it headless I got a display ID error. The time it worked I had an edit ok, I'm now checking out godot-cpp before building the extension api and calling a python script that doesn't do anything afterwards. |
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Now building fine 👍 It adds ~7 min to the build, we'll want to look into having caching for the godot-cpp build too to speed this up on incremental rebuilds. |
Thanks! |
Adding CI steps here to check if the changes result in a compile-able godot-cpp.
We do this by extracting a new
extension_api.json
file and attempting to compile godot-cpp with it.We'll stick to compiling everything for now, once Godot is stable we'll look into checking if we have problematic edits in the
extension_api.json
file and maybe see about a test extension we can actually run in CI.