The Wait Is Over. (#49)
* Move submodule to Godot * Update submodule AGAIN. * Update project files. * Remove WearableAnimatedSprite from prototypes. * Remove content repo resource copier. * Update submodule. * Fix resource handling. * Content.Client compiles by commenting out hands GUI. * Update submodule. * Fix prototype textures and update submodule. * Update Submodule. * Update submodule SOME MORE! * Random WiP shit I guess * Make omnisharp not choke on buildchecker. * Update submodule. * Highly WiP broken HandsGui code. * Ok maybe let's not insult omnisharp. * Fix annoying Omnisharp warning. * Update submodule. * Update submodule. * Hey I forgot to push this but it didn't conflict! * Fix hands GUI on godot. * Update submodule. * Obligatory submodule update. * Work on exports. * Work on exports. * Update submodule. * Update submodule. * Fix dumb case mismatch between content and engine * work pls. * This maybe. * Now! * Update submodule. * update submodule. * Some WiP work on exporting aaah. * OK READY FOR THE BUILDS SERVER. * Probably should've made those commits in a different order. * DO THE THING * update submodule. * Updates for effects system. * Update submodule. * Make file/line numbers show up on Windows Godot. * Set submodule to master.
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@@ -4,15 +4,15 @@ pipeline {
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stages {
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stage('Setup') {
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steps {
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sh './RUN_THIS.py'
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sh 'git submodule update --init --recursive'
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sh 'TMP=~/.cache/NuGet/ nuget restore'
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sh 'engine/Tools/download_godotsharp.py'
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}
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}
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stage('Build') {
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steps {
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sh './package_release_build.py'
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sh './package_release_build.py -p windows linux --godot /home/pjbriers/builds_shared/godot --windows-godot-build /home/pjbriers/builds_shared/win'
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archiveArtifacts artifacts: 'release/*.zip'
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archiveArtifacts artifacts: 'engine/Resources/ResourcePack.zip'
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}
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}
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}
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