godot-proposals
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godot-proposals | upload-artifact | |
---|---|---|
610 | 24 | |
1,028 | 2,874 | |
2.1% | 3.3% | |
2.7 | 8.1 | |
6 months ago | 7 days ago | |
TypeScript | ||
MIT License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
godot-proposals
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Show HN: My wife and I made a maze game
Godot was fine, for the most part, it's a good engine for small games. The main issue was around working together and resolving conflicts with git (Godot isn't really working and constantly kept changing IDs in resource files), and it kept losing data in scenes when the code changed so we had to rebuild things several times. On previous test games we also ran into huge performance issues in the editor when we wanted to do too much work in scenes, so we had to switch to doing most of the work in code.
The worst part was when I had to rip out a bunch of testing code that used @tool for release as it seemed to cause issues when doing a release build. The engine is generally not great when you want to follow clean software engineering (e.g. dependency injection is not possible, I opened a proposal to that end here[1]).
[1]: https://github.com/godotengine/godot-proposals/issues/8850
- Dev snapshot: Godot 4.3 dev 3
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How to make thick object disappear while passing through thin one?
If we had a Mask2D, this would be super easy and straight forward.
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How to use line2D as a mask texture?
So if that's what OP meant, clip_children property won't work. Instead OP needs to use a CanvasGroup parent and the Line2D (with CanvasItem Material in Subtract mode) and TextureRect as siblings, or any of the other methods explained here until we have a Mask2D node.
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New Running And Debugging System for Android And Ios &gui apps
There is an open proposal to have a compile option for a LibGodot, as a Library https://github.com/godotengine/godot-proposals/issues/6267
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What IDE has the best support for GdScript?
Yes, there could be the option to open at least 2 tabs at the same time, when working with scripts. This has probably already been suggested in: https://github.com/godotengine/godot-proposals
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How to fix the jittery pixel in my game?
I cannot tell exactly where the jitter is from the video, but if it is what I'm thinking of, it is a known issue, see here. There is a proposal to fix this, with tons of discussion here. Try some of the workarounds mentioned in these two links. Game looks great by the way!
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4.2 did Ctrl + K change or is this a bug?
It's in the release notes. Here is a link to the pull request, based on this proposal.
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How do I view the scene in runtime?
Currently not possible: https://github.com/godotengine/godot-proposals/issues/7213
- Made a proposal for clone a key in AnimationPlayer
upload-artifact
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Learning GitHub Actions in a Simple Way
upload-artifact
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GitHub Actions for Jar file deployment
Here, the concept of "upload" is a little confusing. What the GitHub action upload-artifact does is to "copy" the jar file to a publicly accessible folder.
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CI/CI deploy a static website to AWS S3 bucket through Github Actions
The content of the build destination folder folder needs is saved and transferred to the following jobs in the workflow. We do this with the Github actions actions/upload-artifact
- You've used 100% of included services for GitHub Storage
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Building project docs for GitHub Pages
The action for uploading the artifact doesn't do too much, but it takes care of all the nuance around GitHub Pages artifacts specifically. You can view the action's source here. It will tar the path (provided by the with option) and then call the upload artifact action. The artifact's name is github-pages and has a 1 day expiration. This artifact has the name and format required for the deploy action. It all just works (so far).
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A guide to using act with GitHub Actions
➜ getting-started-with-act git:(master) act -j build WARN ⚠ You are using Apple M1 chip and you have not specified container architecture, you might encounter issues while running act. If so, try running it with '--container-architecture linux/amd64'. ⚠ [Node.js CI/build] 🚀 Start image=node:16-buster-slim [Node.js CI/build] 🐳 docker pull image=node:16-buster-slim platform= username= forcePull=false [Node.js CI/build] 🐳 docker create image=node:16-buster-slim platform= entrypoint=["tail" "-f" "/dev/null"] cmd=[] [Node.js CI/build] 🐳 docker run image=node:16-buster-slim platform= entrypoint=["tail" "-f" "/dev/null"] cmd=[] [Node.js CI/build] ☁ git clone 'https://github.com/actions/setup-node' # ref=v3 [Node.js CI/build] ☁ git clone 'https://github.com/actions/cache' # ref=v3 [Node.js CI/build] ☁ git clone 'https://github.com/actions/upload-artifact' # ref=v3 [Node.js CI/build] ⭐ Run Main actions/checkout@v3 [Node.js CI/build] 🐳 docker cp src=/Users/andrewevans/Documents/projects/getting-started-with-act/. dst=/Users/andrewevans/Documents/projects/getting-started-with-act [Node.js CI/build] ✅ Success - Main actions/checkout@v3 [Node.js CI/build] ⭐ Run Main Use Node.js 16.x [Node.js CI/build] 🐳 docker cp src=/Users/andrewevans/.cache/act/actions-setup-node@v3/ dst=/var/run/act/actions/actions-setup-node@v3/ [Node.js CI/build] 🐳 docker exec cmd=[node /var/run/act/actions/actions-setup-node@v3/dist/setup/index.js] user= workdir= [Node.js CI/build] 💬 ::debug::isExplicit: [Node.js CI/build] 💬 ::debug::explicit? false
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Using Github Actions to publish your Flutter APP to Firebase App Distribution
Notice that already known commands like flutter pub get and flutter build apk (apk in case of Android; aab in case of iOS) now it shows up on our workflow. But, to upload the generated app file (artifact), we'll need to use the action upload-artifact@v1 and parse the build path which it will be storing the app file.
- github action para deploy de app vuejs 3
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How do I write the GitHub release workflow for multiple OSs?
So the uploading will likely be done by upload artifact. Then you'll likely want to use a matrix build/package your tool across different OS's.
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Automate Android Build Using GitHub Actions
Artifacts are files like APKs, screenshots, test reports, logs, which the workflow generates. You can upload and download artifacts to the current workflow using actions/upload-artifact@v2 and actions/download-artifact@v2 respectively.
What are some alternatives?
o3de - Open 3D Engine (O3DE) is an Apache 2.0-licensed multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations.
cache - Cache dependencies and build outputs in GitHub Actions
godex - Godex is a Godot Engine ECS library.
jacoco-badge-generator - Coverage badges, and pull request coverage checks, from JaCoCo reports in GitHub Actions
Godot - Godot Engine – Multi-platform 2D and 3D game engine
publish-unit-test-result-action - GitHub Action to publish unit test results on GitHub
Godot-Mixing-Desk - A complete audio solution for Godot 3.3.x, making procedural sound and adaptive/procedural music possible with a few nodes and a couple lines of code.
flutter-action - Flutter environment for use in GitHub Actions. It works on Linux, Windows, and macOS.
kompute - General purpose GPU compute framework built on Vulkan to support 1000s of cross vendor graphics cards (AMD, Qualcomm, NVIDIA & friends). Blazing fast, mobile-enabled, asynchronous and optimized for advanced GPU data processing usecases. Backed by the Linux Foundation.
github-action-sanity
openseeface-gd - A GUI for running OpenSeeFace.
metadata-action - GitHub Action to extract metadata (tags, labels) from Git reference and GitHub events for Docker