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Add PlayGodot integration test workflow#3

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randroid88 merged 2 commits intoautomationfrom
claude/fix-godot-proxy-auth-01UdHoXxLtSkpJfVYoHXSrWp
Dec 5, 2025
Merged

Add PlayGodot integration test workflow#3
randroid88 merged 2 commits intoautomationfrom
claude/fix-godot-proxy-auth-01UdHoXxLtSkpJfVYoHXSrWp

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Adds automated integration testing that runs against the Godot automation build. This workflow:

  • Triggers on successful automation builds or manual dispatch
  • Downloads the linux-editor-mono artifact
  • Runs PlayGodot unit tests and tic-tac-toe integration tests
  • Uses xvfb for headless Godot execution

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution
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Comment on lines 6 to 9
on:
workflow_run:
workflows: ["Build Godot Automation"]
types: [completed]

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P1 Badge Point workflow_run to an existing automation build

The workflow_run trigger is configured to listen for a workflow named "Build Godot Automation" (and the download step later refers to build-automation.yml), but this repository contains no workflow by that name (rg "Build Godot Automation" .github/workflows returns none). As a result this job will never auto-trigger on automation builds and the artifact download will have nothing to fetch, so the PlayGodot integration tests will not run after the intended build pipeline.

Useful? React with 👍 / 👎.

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.
@randroid88 randroid88 merged commit d9cfc9e into automation Dec 5, 2025
44 of 54 checks passed
randroid88 added a commit that referenced this pull request Dec 7, 2025
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Dec 9, 2025
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Dec 10, 2025
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Dec 11, 2025
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Dec 12, 2025
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Dec 13, 2025
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Dec 16, 2025
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Dec 17, 2025
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Dec 18, 2025
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Dec 19, 2025
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Dec 20, 2025
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Dec 22, 2025
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Dec 23, 2025
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Dec 30, 2025
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Dec 31, 2025
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Jan 1, 2026
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Jan 2, 2026
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Jan 3, 2026
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Jan 4, 2026
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Jan 5, 2026
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Jan 6, 2026
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Jan 7, 2026
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Jan 8, 2026
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Jan 9, 2026
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Jan 10, 2026
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Jan 11, 2026
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Jan 12, 2026
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Jan 13, 2026
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Jan 14, 2026
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Jan 27, 2026
* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>
randroid88 added a commit that referenced this pull request Jan 27, 2026
* Core: Don't strip data in `class_get_method_list`

* Fix wrong play position for the `AnimationMarkerEdit`

* Fix editor ColorPicker icon scale

* Wayland: Allow non-interactive window resizing

Despite what I thought in the past, it is allowed, as long as we follow
certain limitations depending on the toplevel's state.

As usual I peppered the code with comments expaining what those
limitations are.

Regarding popups, AFAICT there are no major limitations, although we
should eventually use the new `reposition` method, which autoadjusts the
popup to follow the screen's borders and whatnot. I didn't do that in
this patch as it requires some elbow grease, especially if we want to do
it synchronously.

* CONNECT_APPEND_SOURCE_OBJECT on signal emission

* Limit maximum luminance for elevated surfaces in modern theme

* Fix wrong offset for `TabBar` with hidden tabs

* Fix viewport rotation gizmo aligned axis reversing

* Remove checkbox icon tint in Create Scene popup

* README: Minor tweaks and remove broken badge

* OpenXR: change profile name for Valve Frame Controller

* Revert "Core: Switch `RID_alloc::owns` to lock-free"

This reverts commit bdfe854.

This caused a regression for GPUParticles3D emitters on macOS arm64,
which is proving to be both tricky to reproduce and solve. Other parts
of the engine using RID_Owner might be affected too.

Given that we're about to release 4.6, reverting might be the safest
option at this time, and this optimization can be re-attempted for 4.7.

Fixes godotengine#114900.

* Split `EmbeddedProcess::reset` to allow stopping timers without full reset.

* Remove link for consoles in EditorExportPlatform

* Fix buffers in D3D12 not getting cleared with the right usage.

* Fix TileSet dock becoming focused when switching TileMapLayers

* Windows: Add missing `extern "C"` for `hidsdi.h` on MinGW < 12.0.0

Follow-up to godotengine#113013.

* Fix TileMap wide button errors

* Fix quick open history not always recorded

* Fix Sprite3D modulate propagation on reparenting

* Fix size issues with inspector editors

* Do not store SPIR-V in memory unless pipeline statistics are used.

* Add inner tab styling to Manage Theme Items dialog

* Remove clip ignore from Tree background

* Unify dock focus methods to prevent inconsistencies

* Wayland: Fix IME

The spec tells us to ignore certain events if we didn't get an `enter`
event first. Certainly we need to at least acknowledge the `enter` event
itself 😅

* Process system events during boot splash wait time.

* OpenXR: Allow setting a specific version of OpenXR to initialize.

* Sync translations with Weblate

* Audio: Check if on tree before calling can_process()

* Fix favorite files handling

* Fix EditorFileDialog icon scale in list mode

* Increase precision of ninepatch source rect to ensure pixel perfect alignment

* Fix XR build regression reported in GodotVR/godot_openxr_vendors#429

* Do not update script editor before scene root init.

* Add null verification to avoid background theme error in texture shader properties

* Revert "Fix fixed size flag on StandardMaterial3D when rendering in stereo"

This reverts commit 748f35c.

Fixes godotengine#114995.

This will be redone for 4.7 / possibly 4.6.1 with a more involved solution.

* Add Fossilize to the disabled Vulkan layer list for the editor.

* Allow ONE_SHOT_REQUEST_FIRE to override abort

* Fix crash when converting `Variant` to incompatible `RequiredPtr<T>`

* Remove experimental flag from graph nodes

* Hide signals prefixed by underscore

* Revert "Always stop script debugger when stopping game"

This reverts commit d1a5d9d.

This unfortunately breaks the DAP.

Fixes godotengine#115188.

* Restore period in loaded node paths

* Wayland: Update popup scale information on creation

Popups start with their size and position already scaled based on the parent.
We forgot to update the popup's scale itself, leading to a double-scale.

* Process events during splash on macOS only.

* Remove arc_tolerance scaling and the comment related to that.
clipper2 1.5.3 does the scaling internally.

* Sync translations with Weblate

* Fix stale reference bug in FramebufferCache.

* Tweak IKModifier3D docs and comment

* Fix colors of code editor in modern theme

* Don't force list icon size in EditorFileDialog

* Fix not being able to remove empty theme overrides in the editor

* Update DONORS list

* Sync translations with Weblate

* Add changelog for Godot 4.6

* Bump version to 4.6-stable \o/

Almost 3 years after the 4.0 release, Godot 4 is starting to be a mature engine,
including a wide array of features that enable countless developers to publish
games in all genres. For example, Steam got over
[1,200 new Godot games](https://steamdb.info/stats/releases/?tech=Engine.Godot)
in 2025, while itch.io consistently gets around
[500 new Godot games per week](https://itch.io/game-development/engines/most-projects)
(game jams, prototypes, etc.).

While every Godot user still has their own favorite missing feature which
they're eagerly awaiting, for the most part the engine is fully capable.
But there are still so many minor roadblocks, papercuts, workflow issues or
outright bugs which can make the experience of developing and publishing games
more painful than we'd like.

So for this release, there was a significant focus on polish and usability,
aiming to firmly establish Godot as an engine that you can rely upon, while
keeping the iteration speed, lightweightness, and flexibility which make users
love it.

Close to 400 contributors were involved in this new feature release, authoring
2,001 (!) commits, and we want to thank them all for their amazing contributions,
as well as all users who sponsor the Development Fund, reported bugs, opened
proposals, or supported each other on our community platforms.

See the release page for details: https://godotengine.org/releases/4.6/

* ci: add workflows for automation fork (#1)

- sync-upstream.yml: nightly sync of master from upstream,
  then rebase automation branch onto updated master
- build-automation.yml: build Godot editor and templates
  for Linux, Windows, and macOS with artifact upload

Co-authored-by: Claude <[email protected]>

* feat(debugger): add automation protocol for external control (#2)

Extend RemoteDebugger with automation message capture:
- automation:get_tree - get full scene tree hierarchy
- automation:get_node - get node info by path
- automation:get_property - get node property value
- automation:set_property - set node property value
- automation:call_method - call method on node

Enables external tools like PlayGodot to control Godot games
via the existing debugger infrastructure.

Co-authored-by: Claude <[email protected]>

* Add PlayGodot integration test workflow (#3)

* Add PlayGodot integration test workflow

Adds automated integration testing that runs against the Godot automation
build. This workflow:
- Triggers on successful automation builds or manual dispatch
- Downloads the linux-editor-mono artifact
- Runs PlayGodot unit tests and tic-tac-toe integration tests
- Uses xvfb for headless Godot execution

* Fix workflow references to match existing workflows

Update playgodot-integration.yml to reference the actual workflows:
- Trigger on "🔗 GHA" (runner.yml) instead of non-existent "Build Godot Automation"
- Download artifacts from runner.yml instead of build-automation.yml

The "🔗 GHA" workflow is the main orchestrator that triggers Linux builds,
which produce the linux-editor-mono artifact needed for integration tests.

---------

Co-authored-by: Claude <[email protected]>

* Add input injection to automation protocol (Phase 2) (#4)

Extends the existing automation protocol with input injection capabilities:

New Commands:
- automation:mouse_button - [x, y, button, pressed, double_click?]
- automation:mouse_motion - [x, y, rel_x, rel_y]
- automation:key - [keycode, pressed, physical?]
- automation:touch - [index, x, y, pressed]
- automation:action - [name, pressed, strength?]

Features:
- All events use DEVICE_ID_EMULATION to distinguish from real input
- Mouse motion queries current button mask for proper drag support
- Mouse button supports optional double_click flag
- Each command responds with automation:input_result

This builds on the Phase 1 automation protocol in the automation branch.

Co-authored-by: Claude <[email protected]>

* Update workflow to use `git checkout -B` for creating/updating branches

* Add permissions to sync-upstream workflow

* Remove unused trigger-build step from sync-upstream workflow

* Remove unused `workflows: write` permission from sync-upstream workflow

* Remove unused `workflows: write` permission from sync-upstream workflow

* Add extended automation commands to RemoteDebugger

Phase 3 automation features:
- screenshot: Capture viewport or specific node as PNG
- query_nodes: Find nodes matching a pattern
- count_nodes: Count nodes matching a pattern
- get_current_scene: Return current scene path and name
- change_scene: Switch to a different scene
- reload_scene: Reload the current scene
- pause/unpause: Control game pause state
- time_scale: Get/set Engine.time_scale for slow-mo/speed-up

* Fix get_current_scene, pause, and time_scale commands

- get_current_scene now returns both scene path and name
- pause/time_scale now support query mode (pass null to get current state)
- pause/time_scale return actual state instead of just true

* Add release step to automation build workflow

- Download Linux and macOS editor artifacts after build
- Create zip files for each platform
- Upload to automation-latest release
- Only runs on push to automation branch

* Update README with automation support details

- Highlight the fork's automation capabilities and usage with PlayGodot
- Add build instructions for macOS, Linux, and Windows
- List new RemoteDebugger commands for automation
- Provide examples of usage and related projects

* Fix linux-editor artifact name in release workflow

The Linux build uploads artifact as 'linux-editor-mono' (matching cache-name),
not 'linux-editor'. Also fixed the binary name to include .mono suffix.

* Fix automation commands failing before scene tree initialization

Add is_inside_tree() guards to automation protocol functions in
RemoteDebugger. When automation commands arrive before SceneTree::initialize()
completes, these functions now return graceful empty responses instead of
crashing with "Can't use get_node() with absolute paths from outside the
active scene tree."

Functions fixed:
- _send_scene_tree()
- _send_node_info()
- _send_property()
- _set_property()
- _call_method()
- _send_screenshot()
- _query_nodes()
- _count_nodes()

This allows PlayGodot clients to use wait_for_node() which polls until
the tree is ready, rather than failing immediately on startup.

* Fix GUI input in headless mode for automation

- DisplayServerHeadless now stores and returns the window resolution
  instead of returning empty Size2i(). This ensures the viewport has
  the correct size for input coordinate mapping.

- Added process_events() calls after input injection to ensure events
  are properly flushed and dispatched to the GUI system.

Fixes mouse clicks not reaching Control nodes in headless mode, which
was caused by gui_find_control() failing to find controls when the
viewport size was incorrectly reported as 64x64 (minimum) instead of
the requested resolution.

* Fix change_scene automation to wait for deferred scene load (#6)

* Fix change_scene automation to wait for deferred scene load

Scene changes in Godot are deferred (the actual switch happens in
_flush_scene_change during idle processing). The automation protocol
was sending success responses immediately, before the new scene was
actually loaded and ready, causing race conditions in PlayGodot.

Changes:
- Add is_inside_tree() guards to _change_scene and _reload_scene
- Connect to scene_changed signal with CONNECT_ONE_SHOT to send the
  automation:scene_result response only after the scene is fully loaded
- Send immediate failure response for errors like file not found

* Add missing include for callable_mp_static

Include callable_method_pointer.h which is required for
callable_mp_static used in the scene change signal connection.

* Add AGENTS.md with guidelines for this codebase

Documents common pitfalls like missing includes for callable_mp_static
and automation protocol patterns to follow.

* Add CLAUDE.md referencing AGENTS.md

* Fix include order for style check

* Add include ordering guidance to AGENTS.md

* Fix callable_mp_static usage for file-scope static function

Remove '&' from callable_mp_static calls - for file-scope static
functions, use the function name directly without address-of operator.
Class static methods use '&ClassName::method', but file-scope functions
use just the function name.

* Add callable_mp_static syntax guidance to AGENTS.md

* Fix CONNECT_ONE_SHOT to use Object:: namespace qualifier

* Update AGENTS.md: CONNECT_ONE_SHOT requires Object:: qualifier

---------

Co-authored-by: Claude <[email protected]>

---------

Co-authored-by: Thaddeus Crews <[email protected]>
Co-authored-by: Michael Alexsander <[email protected]>
Co-authored-by: passivestar <[email protected]>
Co-authored-by: Dery Almas <[email protected]>
Co-authored-by: kleonc <[email protected]>
Co-authored-by: Robert Yevdokimov <[email protected]>
Co-authored-by: Rémi Verschelde <[email protected]>
Co-authored-by: Bastiaan Olij <[email protected]>
Co-authored-by: Pāvels Nadtočajevs <[email protected]>
Co-authored-by: Max Hilbrunner <[email protected]>
Co-authored-by: Skyth <[email protected]>
Co-authored-by: kobewi <[email protected]>
Co-authored-by: Logan Detrick <[email protected]>
Co-authored-by: Dario <[email protected]>
Co-authored-by: Giganzo <[email protected]>
Co-authored-by: Rémi Verschelde <[email protected]>
Co-authored-by: sigmund68k <[email protected]>
Co-authored-by: Clay John <[email protected]>
Co-authored-by: Fredia Huya-Kouadio <[email protected]>
Co-authored-by: M4rchyS <[email protected]>
Co-authored-by: vaner-org <[email protected]>
Co-authored-by: David Snopek <[email protected]>
Co-authored-by: Raul Santos <[email protected]>
Co-authored-by: Frank Becker <[email protected]>
Co-authored-by: Silc Lizard (Tokage) Renew <[email protected]>
Co-authored-by: Claude <[email protected]>
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