Workflows to build all dependencies of GodotJS (v8 and libwebsockets).
- https://github.com/actions/runner-images
- https://github.com/actions/checkout
- https://github.com/actions/create-release
Different Visual C++ Compilers are involved in different prebuilt GodotJS dependency releases:
| Package | Workflow Runners | Libraries | Toolset | Platforms/Architectures |
|---|---|---|---|---|
| v8_r7 | windows-latest(2022) ubuntu-latest(22.04) |
v8(12.4.254.20) | MSVC v143(14.40.33807) | Windows(x86_64) Linux(x86_64) MacOS(ARM64) |
| v8_r9 | windows-latest(2022) ubuntu-latest(22.04) |
v8(12.4.254.20) | VS2022(17.11.3) MSVC v143(14.41.34120) |
Windows(x86_64) Linux(x86_64) MacOS(ARM64) Android(ARM64-v8a) iOS(ARM64) |
| v8_r10 | windows-2019 ubuntu-22.04 |
v8(12.4.254.21) | MSVC v142(14.29.30133) | Windows(x86_64) Linux(x86_64) MacOS(ARM64) Android(ARM64-v8a) iOS(ARM64) |
Note
Install specific VS 2022 MSVC toolset for different pacakge you used to avoid linkage errors.
Why windows_x86_64_release does not follow the same naming rules?
godot 4.3.1 generates
ActiveProjectItemList_variable name with the path name (see methods.py) it'll fail if the path contains '.' or any other characters invalid as variable name detect and rename them for better compatibility