-
Notifications
You must be signed in to change notification settings - Fork 133
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Godot Version 3.5.3 Support? #121
Comments
Hi all, @abarichello, Would this be as simple as updating the Line 18 in 0400d78
I didn't see another maintained branch for |
I noticed the
Also this equivalent line when building the container This is after I altered the Dockerfile to use the newest FROM ubuntu:jammy
LABEL author="https://github.com/aBARICHELLO/godot-ci/graphs/contributors"
USER root
ENV DEBIAN_FRONTEND=noninteractive
RUN apt-get update && apt-get install -y --no-install-recommends \
ca-certificates \
git \
git-lfs \
unzip \
wget \
zip \
adb \
openjdk-11-jdk-headless \
rsync \
&& rm -rf /var/lib/apt/lists/*
ARG GODOT_VERSION="3.5.3"
ARG RELEASE_NAME="stable"
ARG SUBDIR=""
ARG GODOT_TEST_ARGS=""
ARG GODOT_PLATFORM="linux_server.64"
RUN wget https://downloads.tuxfamily.org/godotengine/${GODOT_VERSION}${SUBDIR}/Godot_v${GODOT_VERSION}-${RELEASE_NAME}_${GODOT_PLATFORM}.zip \
&& wget https://downloads.tuxfamily.org/godotengine/${GODOT_VERSION}${SUBDIR}/Godot_v${GODOT_VERSION}-${RELEASE_NAME}_export_templates.tpz \
&& mkdir ~/.cache \
&& mkdir -p ~/.config/godot \
&& mkdir -p ~/.local/share/godot/templates/${GODOT_VERSION}.${RELEASE_NAME} \
&& ln -s ~/.local/share/godot/templates ~/.local/share/godot/export_templates \
&& unzip Godot_v${GODOT_VERSION}-${RELEASE_NAME}_${GODOT_PLATFORM}.zip \
&& mv Godot_v${GODOT_VERSION}-${RELEASE_NAME}_${GODOT_PLATFORM} /usr/local/bin/godot \
&& unzip Godot_v${GODOT_VERSION}-${RELEASE_NAME}_export_templates.tpz \
&& mv templates/* ~/.local/share/godot/templates/${GODOT_VERSION}.${RELEASE_NAME} \
&& rm -f Godot_v${GODOT_VERSION}-${RELEASE_NAME}_export_templates.tpz Godot_v${GODOT_VERSION}-${RELEASE_NAME}_${GODOT_PLATFORM}.zip
ADD getbutler.sh /opt/butler/getbutler.sh
RUN bash /opt/butler/getbutler.sh
RUN /opt/butler/bin/butler -V
ENV PATH="/opt/butler/bin:${PATH}"
# Download and setup android-sdk
ENV ANDROID_HOME="/usr/lib/android-sdk"
RUN wget https://dl.google.com/android/repository/commandlinetools-linux-7583922_latest.zip \
&& unzip commandlinetools-linux-*_latest.zip -d cmdline-tools \
&& mv cmdline-tools $ANDROID_HOME/ \
&& rm -f commandlinetools-linux-*_latest.zip
ENV PATH="${ANDROID_HOME}/cmdline-tools/cmdline-tools/bin:${PATH}"
RUN yes | sdkmanager --licenses \
&& sdkmanager "platform-tools" "build-tools;33.0.2" "platforms;android-33" "cmdline-tools;latest" "cmake;3.22.1" "ndk;25.2.9519653"
# Adding android keystore and settings
RUN keytool -keyalg RSA -genkeypair -alias androiddebugkey -keypass android -keystore debug.keystore -storepass android -dname "CN=Android Debug,O=Android,C=US" -validity 9999 \
&& mv debug.keystore /root/debug.keystore
RUN godot -e -q ${GODOT_TEST_ARGS}
RUN echo 'export/android/android_sdk_path = "/usr/lib/android-sdk"' >> ~/.config/godot/editor_settings-4.tres
RUN echo 'export/android/debug_keystore = "/root/debug.keystore"' >> ~/.config/godot/editor_settings-4.tres
RUN echo 'export/android/debug_keystore_user = "androiddebugkey"' >> ~/.config/godot/editor_settings-4.tres
RUN echo 'export/android/debug_keystore_pass = "android"' >> ~/.config/godot/editor_settings-4.tres
RUN echo 'export/android/force_system_user = false' >> ~/.config/godot/editor_settings-4.tres
RUN echo 'export/android/timestamping_authority_url = ""' >> ~/.config/godot/editor_settings-4.tres
RUN echo 'export/android/shutdown_adb_on_exit = true' >> ~/.config/godot/editor_settings-4.tres |
Hey all, I verified this does look like it's an issue with the ../../../Godot_v3.5.3-stable_linux_server.64 --quit --editor at: _load (core/io/resource_loader.cpp:270)
ERROR: res://Levels/TestFirstLevel/mainPocLevel.tscn:3 - Parse Error: [ext_resource] referenced nonexistent resource at: res://Prefabs/Decorations/Parallax/Jungle/JungleAmbienceLoader.tscn
at: poll (scene/resources/resource_format_text.cpp:412)
ERROR: Failed to load resource 'res://Levels/TestFirstLevel/mainPocLevel.tscn'.
at: load (core/io/resource_loader.cpp:206)
ERROR: Failed loading resource: res://Levels/TestFirstLevel/mainPocLevel.tscn. Make sure resources have been imported by opening the project in the editor at least once.
at: _load (core/io/resource_loader.cpp:270)
ERROR: Failed loading scene: res://Levels/TestFirstLevel/mainPocLevel.tscn
at: start (main/main.cpp:2107)
Segmentation fault I'm going to file a bug report with the main Godot repo |
Awesome! |
Any updates on this? |
Given godotengine/godot#85733, we'd need the issue to be fixed and 3.5.4 to be released first for a new 3.x Docker image to be usable. |
Hey all, Sorry I haven't had time to verify the root cause. If anyone has time a simple case of reproduction and setting up the container (or a local Linux VM etc) to core dump will probably yield the root cause: Then use You could also run one of the offending commands with |
Godot 3.6 beta released yesterday, can we do this? |
@Sam2much96 I have an image you can use ready: https://hub.docker.com/layers/razzlegames/godot-ci/3.5.3_fixed/images/sha256-ab332dc8a2ae8cf9a58e82de6d8f965feac5a210a489c6ebe362d48c42a7139e?context=repo You can reference it as: It works for my pipeline but please let me know your results. I also made a PR but there's no baseline Can someone with admin permissions please create a If so I can fix the PR to the correct remote branch. |
FYI: I didn't determine the root cause as the segfault was not reproduceable in the Godot 3.5 branch and it appears the 3.5.3 binaries from official Godot Github work: https://github.com/godotengine/godot/releases/tag/3.5.3-stable So I went with these (see my PR for details, look only at the |
@Razzlegames The Workflow Builds successfully for Linux and Windows, it breaks on Android with this error: ERROR: Cannot export project with preset "Android" due to configuration errors: I believe it can be fixed with come custom bash scripts on Linux, if the Android SDK templates for 3.5.3 are available in the workflow repository |
|
Version 3.5.3 fixes API target requirements for apps published to Google PlayStore. It'll be sweet to get support?
The text was updated successfully, but these errors were encountered: