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Issue with Linux builds #1
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Hello! I could surely add the Windows runner support, but all steps would be different, since Windows has a different executable that needs to be downloaded and extracted to the correct folders etc. So in my view it would make even more sense to create a complete new action for windows. Or also a simple if |
This is generally where the export templates end up going: Obviously, USER_NAME is specific to the machine. Is that helpful? |
Yes this helps, thank you! |
I actually didn't have to create a new repository, some dynamic env variables where enough. It is not complete yet, since I have to fix some windows/unix paths issues, but currently it works with version 0.0.2. Here you can see that the Godot initialization worked, only the export has then errors, but that might be because of problems with my game. |
Those are the exact errors that I got as well, but they prevent it from running on my machine - so it's possible that this isn't limited to Linux/Mac. That is annoying. |
I removed Windows runners support, since it's quite complicated to maintain everything for different operating systems. Config files, export templates, download links etc.. have different values for each OS, so making one dedicated action for every OS makes more sense to me. In case if needed I could setup a separate action dedicated for windows. |
Hi. Through a random series of events, I was attempting to use this action for my own purposes and found that my project will not export on Linux. There's a known issue right now (several of them) where Linux and Mac do not properly export - here's just one example: godotengine/godot#77007
Would it be possible to get an update for this so it supports Windows builds? I noticed the caching mechanism, at least, seems to break when not using Linux, which is weird, but true for me.
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