9 Commits

Author SHA1 Message Date
Vaillant Jeremy 4f9fa60fa0 ci(android): explicit apksigner step after Godot export
Build Puzzle Quest / Lint GDScript (push) Successful in 29s
Build Puzzle Quest / Validate GDScript (push) Successful in 35s
Build Puzzle Quest / Validate GDScript (pull_request) Successful in 39s
Build Puzzle Quest / Lint GDScript (pull_request) Successful in 23s
Build Puzzle Quest / Export Linux (push) Successful in 6m32s
Build Puzzle Quest / Export Windows (push) Successful in 6m44s
Build Puzzle Quest / Export Android (push) Successful in 7m41s
Build Puzzle Quest / Export Windows (pull_request) Successful in 5m30s
Build Puzzle Quest / Export Linux (pull_request) Successful in 6m10s
Build Puzzle Quest / Export Android (pull_request) Successful in 6m48s
Godot 4.6 produces an unsigned APK in headless mode on this
runner — verified by apksigner: "DOES NOT VERIFY, Missing
META-INF/MANIFEST.MF". The internal sign step seems to bail
silently (likely because the apksigner subprocess can't locate
java without inheriting JAVA_HOME). The export step still
reports success.

Sign the APK ourselves after the export with the same debug
keystore the workflow provisions. Idempotent if Godot ever
starts signing again; mandatory until then.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-17 20:59:33 +02:00
Vaillant Jeremy 46ab28f76f fix(android): enable ETC2/ASTC import + use versioned editor settings
Build Puzzle Quest / Validate GDScript (push) Successful in 25s
Build Puzzle Quest / Lint GDScript (push) Successful in 26s
Build Puzzle Quest / Lint GDScript (pull_request) Successful in 40s
Build Puzzle Quest / Validate GDScript (pull_request) Successful in 48s
Build Puzzle Quest / Export Linux (push) Successful in 6m18s
Build Puzzle Quest / Export Windows (push) Successful in 5m43s
Build Puzzle Quest / Export Android (push) Successful in 8m44s
Build Puzzle Quest / Export Linux (pull_request) Successful in 7m0s
Build Puzzle Quest / Export Windows (pull_request) Successful in 6m58s
Build Puzzle Quest / Export Android (pull_request) Successful in 5m34s
Two fixes that finally land the Android export. Verified locally
with godot 4.6.2-arch + downloaded 4.6 templates + Android SDK.

- project.godot: add
  rendering/textures/vram_compression/import_etc2_astc=true.
  Without it Godot refuses the Android export with "La plateforme
  cible nécessite une compression de texture « ETC2/ASTC »". In
  headless mode this surfaces as an *empty* configuration-errors
  block, which is what kept us stuck in CI.

- workflow: write Godot editor settings to
  editor_settings-${GODOT_VERSION}.tres (i.e. -4.6.tres on 4.6),
  not -4.tres. Godot 4.5+ uses a minor-version-suffixed settings
  file; the major-only name is ignored by 4.6, so our injected
  android_sdk_path / java_sdk_path / debug_keystore never reached
  the export plugin.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-17 20:35:58 +02:00
Vaillant Jeremy fbc2b9247a ci: comment macOS, empty Windows icon path, fix Android keystore preset
Build Puzzle Quest / Validate GDScript (push) Successful in 43s
Build Puzzle Quest / Lint GDScript (push) Successful in 32s
Build Puzzle Quest / Export Windows (pull_request) Has been skipped
Build Puzzle Quest / Export Linux (push) Failing after 0s
Build Puzzle Quest / Export Windows (push) Failing after 1s
Build Puzzle Quest / Export Android (push) Failing after 0s
Build Puzzle Quest / Validate GDScript (pull_request) Successful in 25s
Build Puzzle Quest / Lint GDScript (pull_request) Successful in 26s
Build Puzzle Quest / Export Linux (pull_request) Successful in 4m9s
Build Puzzle Quest / Export Android (pull_request) Failing after 5m2s
Three follow-ups from run #12:

- export-desktop: comment out the macOS matrix entry. The preset
  is still missing in export_presets.cfg; the entry can be
  uncommented once the macOS preset is added in the Godot editor.

- export Windows: `application/icon` referenced
  res://releases/windows/project.ico, which has never been in the
  repo (releases/windows/ holds only .keep). Godot rejected the
  export with "Invalid icon path". Cleared the field in both
  WindowsDebug and WindowsTesting presets — Godot falls back to
  its built-in icon.

- export-android: Godot validation requires all three of
  keystore/debug{,_user,_password} to be set together (or all
  empty). The keystore step only patched keystore/debug and left
  the other two empty, triggering
  "Either Debug Keystore, Debug User AND Debug Password must be
  configured OR none of them". Patch all three now.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-17 19:39:42 +02:00
Vaillant Jeremy 4e159b1065 ci: fix lint venv, drop artifact cache, fix Android sdkmanager pipe
Build Puzzle Quest / Lint GDScript (push) Successful in 33s
Build Puzzle Quest / Validate GDScript (pull_request) Successful in 33s
Build Puzzle Quest / Validate GDScript (push) Successful in 42s
Build Puzzle Quest / Lint GDScript (pull_request) Successful in 25s
Build Puzzle Quest / Export macOS (pull_request) Failing after 4m55s
Build Puzzle Quest / Export Linux (pull_request) Successful in 7m3s
Build Puzzle Quest / Export Windows (pull_request) Failing after 6m53s
Build Puzzle Quest / Export Android (pull_request) Failing after 6m16s
Build Puzzle Quest / Export macOS (push) Failing after 6m27s
Build Puzzle Quest / Export Linux (push) Successful in 6m44s
Build Puzzle Quest / Export Windows (push) Failing after 4m48s
Build Puzzle Quest / Export Android (push) Failing after 4m23s
Three follow-up fixes from the first non-container run (#10):

- lint: Ubuntu 24.04 / Python 3.12 enforces PEP 668, so
  `pip install --user` exits with externally-managed-environment.
  Install gdtoolkit into a throwaway venv at /tmp/gdlint-venv
  instead.

- exports: drop the .godot/ artifact cache shared between
  `validate` and the export jobs. Gitea's artifact service returns
  404 on actions/download-artifact@v3 (v3 protocol incomplete on
  this server). Each export job now runs its own
  `godot --headless --import` before exporting — costs ~30s but
  avoids the failing cross-job artifact dependency.

- export-android: `yes | sdkmanager --licenses` returned 141
  (SIGPIPE) under `set -o pipefail` because sdkmanager closes
  stdin after accepting all licenses while `yes` keeps writing.
  Feed a finite `printf 'y\n%.0s' {1..50}` instead.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-17 19:26:06 +02:00
Vaillant Jeremy db2460b9ee ci: drop container: for Godot jobs, install via composite action
Build Puzzle Quest / Lint GDScript (push) Failing after 15s
Build Puzzle Quest / Lint GDScript (pull_request) Failing after 16s
Build Puzzle Quest / Validate GDScript (push) Successful in 47s
Build Puzzle Quest / Validate GDScript (pull_request) Successful in 50s
Build Puzzle Quest / Export Linux (push) Failing after 6m5s
Build Puzzle Quest / Export macOS (push) Failing after 7m5s
Build Puzzle Quest / Export Windows (push) Failing after 7m14s
Build Puzzle Quest / Export Android (push) Failing after 5m45s
Build Puzzle Quest / Export Linux (pull_request) Failing after 7m10s
Build Puzzle Quest / Export macOS (pull_request) Failing after 7m24s
Build Puzzle Quest / Export Windows (pull_request) Failing after 4m7s
Build Puzzle Quest / Export Android (pull_request) Failing after 3m3s
The first Gitea Actions runs failed at actions/checkout@v4 because
barichello/godot-ci:4.6 ships without Node.js, which the JS-based
checkout action requires. Rather than chase a Godot CI image that
bundles Node, drop the container: blocks entirely: the default
catthehacker/ubuntu:act-latest runner image already has Node /
Python / git / JDK, and Godot is installed per-job from the
official GitHub release.

Pulled the install logic into a local composite action at
.gitea/actions/setup-godot/ to avoid duplicating 15 lines of wget +
unzip across the three Godot-using jobs. Inputs:
  - version  (default 4.6)
  - templates (default false — export jobs flip to true)

Other tweaks:
- export-android now puts $ANDROID_HOME under $GITHUB_WORKSPACE so
  no sudo is needed; editor_settings-4.tres interpolates that path.
- export-android writes the keystore under /tmp instead of /root
  (catthehacker runners don't run as root).

README updated: jobs table reflects the new "Tooling installed by the
job" column, prerequisites no longer mention the Docker image, and
known-issue #1 is closed out with the dated fix.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-17 18:30:57 +02:00
Vaillant Jeremy 734b5931e9 docs(ci): record first-run failures + URL prefix fix
Adds a "Known issues from first runs" section to the workflow
README capturing what broke on 2026-05-17:

- Container jobs (validate, export-*) fail at actions/checkout@v4
  with `node: not found` because barichello/godot-ci:4.6 has no Node.
  Workflow fix pending.
- The earlier `actions/checkout` URL-prefix problem (Gitea behind
  YunoHost at /gitea/) is now resolved server-side by moving Gitea
  to the root; the note records this for future reference.
- Default-branch mismatch (Gitea = main, CLAUDE.md says dev).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-17 18:22:16 +02:00
Vaillant Jeremy 2d8ca9dfbb ci: trigger workflow on feature/godot-migration too
Build Puzzle Quest / Lint GDScript (push) Failing after 28s
Build Puzzle Quest / Export Linux (push) Has been cancelled
Build Puzzle Quest / Export macOS (push) Has been cancelled
Build Puzzle Quest / Export Windows (push) Has been cancelled
Build Puzzle Quest / Export Android (push) Has been cancelled
Build Puzzle Quest / Validate GDScript (push) Has been cancelled
Build Puzzle Quest / Lint GDScript (pull_request) Failing after 21s
Build Puzzle Quest / Export macOS (pull_request) Has been skipped
Build Puzzle Quest / Export Windows (pull_request) Has been skipped
Build Puzzle Quest / Validate GDScript (pull_request) Failing after 4m14s
Build Puzzle Quest / Export Linux (pull_request) Has been skipped
Build Puzzle Quest / Export Android (pull_request) Has been skipped
Temporary addition so the workflow can run before the branch is
merged into dev. Remove this branch from the push: list once dev
has the workflow.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-17 16:38:19 +02:00
Vaillant Jeremy e883d662f2 Add gdlint job + gdlintrc to Gitea CI
Lints scripts/, db/, scenes/ via gdtoolkit==4.* on ubuntu-latest
(Python, no Godot needed), in parallel with the validate job.
addons/ (third-party LOD plugin) and developers/ (sandbox) are
left out. Non-blocking for now: the export jobs still only need
validate, so a lint regression won't break builds while the
Godot-3 leftover code is being cleaned up.

gdlintrc bumps max-line-length from 100 to 140 because Godot
$-style node paths and typed signatures routinely push past 100
without that being a real readability problem.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-17 14:48:13 +02:00
Vaillant Jeremy 410c135870 Replace Drone CI with Gitea Actions workflow
Drone server is gone; CI now lives in .gitea/workflows/build.yml.
Three jobs: GDScript validation (godot --headless --import + error
grep), desktop matrix (Windows / Linux / macOS), and Android (JDK 17
+ SDK installed at runtime, keystore from ANDROID_KEYSTORE_BASE64
secret or generated). Build only — Butler / itch.io deploy not wired.

Notes in .gitea/workflows/README.md cover the Godot-4 pre-reqs
(macOS preset to add, Linux/X11Debug likely renamed on first 4.x
save, Docker image tag) and how to plug Butler back in later.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-17 12:36:34 +02:00