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