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According to this release Godot 4.1.1 is supported. However, trying to build a project in this version with mono enabled (yet no C# script is present for now as CI is my first setup) fails with multiple warning and errors.
I understood some of those warnings and can mostly tell what "is not working properly but not breaking anything", but I cannot figure out what stops the script from exporting the project.
Can anybody help me?
Here's a minimal version of my CI file:
name: "Build 📦"
on:
push:
tags:
- "[0-9]*.[0-9]*.[0-9]*"
jobs:
# This step is only to automatically separate mono VS non-mono.
# For a mono project in Godot 4.1.1 (the case here) the exported variables are:
# GODOT_IMAGE: barichello/godot-ci:mono-4.1.1
# PATH_ROOT: .local/share/godot/templates/4.1.1.stable.mono
# PATH_HOME: .local/share/godot/export_templates/4.1.1.stable.mono
set_env:
name: Setup Environment
runs-on: ubuntu-latest
outputs:
GODOT_IMAGE: ${{ steps.set_godot_image.outputs.GODOT_IMAGE }}
PATH_ROOT: ${{ steps.set_path.outputs.PATH_ROOT }}
PATH_HOME: ${{ steps.set_path.outputs.PATH_HOME }}
steps:
- name: Set GODOT_IMAGE
id: set_godot_image
run: |
if [ "${{ vars.GODOT_IS_MONO }}" = "true" ]; then
echo "GODOT_IMAGE=barichello/godot-ci:mono-${{ vars.GODOT_VERSION }}" >> $GITHUB_OUTPUT
else
echo "GODOT_IMAGE=barichello/godot-ci:${{ vars.GODOT_VERSION }}" >> $GITHUB_OUTPUT
fi
- name: Set PATH.*
id: set_path
run: |
if [ "${{ vars.GODOT_IS_MONO }}" = "true" ]; then
echo "PATH_ROOT=.local/share/godot/templates/${{ vars.GODOT_VERSION }}.${{ vars.GODOT_RELEASE_CHANNEL }}.mono" >> $GITHUB_OUTPUT
echo "PATH_HOME=.local/share/godot/export_templates/${{ vars.GODOT_VERSION }}.${{ vars.GODOT_RELEASE_CHANNEL }}.mono" >> $GITHUB_OUTPUT
else
echo "PATH_ROOT=.local/share/godot/templates/${{ vars.GODOT_VERSION }}.${{ vars.GODOT_RELEASE_CHANNEL }}" >> $GITHUB_OUTPUT
echo "PATH_HOME=.local/share/godot/export_templates/${{ vars.GODOT_VERSION }}.${{ vars.GODOT_RELEASE_CHANNEL }}" >> $GITHUB_OUTPUT
fi
export_windows:
name: Windows Export
needs: set_env
runs-on: ubuntu-latest
container:
image: ${{ needs.set_env.outputs.GODOT_IMAGE }}
steps:
- name: Checkout
uses: actions/checkout@v3
with:
lfs: true
- name: Setup
run: |
mkdir -v -p ~/.local/share/godot/export_templates
mv "/root/${{ needs.set_env.outputs.PATH_ROOT}}" ~/"${{ needs.set_env.outputs.PATH_HOME }}"
# Following [issue 80](https://github.com/abarichello/godot-ci/issues/80), I made this fix, but I'm not sure it's required
- name: Install .NET
run: |
wget https://packages.microsoft.com/config/debian/10/packages-microsoft-prod.deb -O packages-microsoft-prod.deb
dpkg -i packages-microsoft-prod.deb
rm packages-microsoft-prod.deb
apt-get update -qq
apt-get install -y apt-transport-https
apt-get update -qq
apt-get install -y dotnet-sdk-6.0
- name: Windows Build
run: |
mkdir -v -p build/windows
cd ${{ vars.PROJECT_PATH }}
godot -v --export-debug --headless "Windows Desktop" ../build/windows/${{ vars.EXPORT_NAME }}.exe
# This step has nothing to upload as export failed
- name: Upload Artifact
uses: actions/upload-artifact@v3
with:
name: windows
path: build/windows
The issue "types" I get are (only one listed by category to avoid overhead):
ERROR: Unable to open file: res://.godot/imported/play.png-5c90e88e8136487a183a099d67a7de24.ctex. (a couple times) => Caused by addon import not being complete upon first try. There's not much to do about that as Godot doesn't have a --import parameter yet, but it doesn't fail as on second try, import finished and it works
Unicode parsing error, some characters were replaced with � (U+FFFD): Invalid UTF-8 leading byte (90) (a couple thousand times)=> I don't know what it is nor where it's from. This may be the issue
ERROR: Prepare Template: The given export path doesn't exist. (one time) => It's the first time I notice it. This probably is the problem but I don't know why it happens. I will continue investigations
ERROR: Project export for preset "Windows Desktop" failed. (one time) => Probably caused by last error
ERROR: Parameter "p_control" is null. (one time) => I don't know what it is. Perhaps caused by last errors
SCRIPT ERROR: Attempt to call function 'free' in base 'null instance' on a null instance. (one time) => Same thing
Orphan StringName: variant_booleanize (a couple hundred times) => It happens with different strings in place of "variant_booleanize". I found an issue about that and it seems to be only a warning
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Hello!
According to this release Godot 4.1.1 is supported. However, trying to build a project in this version with mono enabled (yet no C# script is present for now as CI is my first setup) fails with multiple warning and errors.
I understood some of those warnings and can mostly tell what "is not working properly but not breaking anything", but I cannot figure out what stops the script from exporting the project.
Can anybody help me?
Here's a minimal version of my CI file:
The issue "types" I get are (only one listed by category to avoid overhead):
ERROR: Unable to open file: res://.godot/imported/play.png-5c90e88e8136487a183a099d67a7de24.ctex.
(a couple times) => Caused by addon import not being complete upon first try. There's not much to do about that as Godot doesn't have a--import
parameter yet, but it doesn't fail as on second try, import finished and it worksUnicode parsing error, some characters were replaced with � (U+FFFD): Invalid UTF-8 leading byte (90)
(a couple thousand times)=> I don't know what it is nor where it's from. This may be the issueERROR: Prepare Template: The given export path doesn't exist.
(one time) => It's the first time I notice it. This probably is the problem but I don't know why it happens. I will continue investigationsERROR: Project export for preset "Windows Desktop" failed.
(one time) => Probably caused by last errorERROR: Parameter "p_control" is null.
(one time) => I don't know what it is. Perhaps caused by last errorsSCRIPT ERROR: Attempt to call function 'free' in base 'null instance' on a null instance.
(one time) => Same thingOrphan StringName: variant_booleanize
(a couple hundred times) => It happens with different strings in place of "variant_booleanize
". I found an issue about that and it seems to be only a warningThank you so much for any help!
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