Merge branch 'main' into feature/flow

This commit is contained in:
Cat Flynn 2021-02-12 10:36:41 +00:00
commit 4424659082
25 changed files with 4610 additions and 30 deletions

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@ -1,17 +1,71 @@
stages:
- build
- cleanup-build
- deploy
variables:
GIT_STRATEGY: fetch
UNITY_VERSION: 2020.2.2f1
SRC_DIR: ./game
BUILD_DIR: ./game/Build
DEV_BRANCH: main
PROD_BRANCH: release
build:
stage: build
variables:
# instance the build job to avoid multiple jobs running in the same project folder
GIT_CLONE_PATH: $CI_BUILDS_DIR/$CI_RUNNER_SHORT_TOKEN/$CI_PROJECT_NAME-build-$CI_PIPELINE_ID
script:
- echo "cloned to $GIT_CLONE_PATH"
- chmod +x ./ci/build.sh
- ./ci/build.sh $UNITY_VERSION
artifacts:
name: $CI_PROJECT_NAME-$CI_PIPELINE_ID
paths:
- ./game/Build
- $BUILD_DIR
# remove the directory created by the build job. in a separate job
cleanup-build:
stage: cleanup-build
variables:
CLEANUP_PATH: $CI_BUILDS_DIR/$CI_RUNNER_SHORT_TOKEN/$CI_PROJECT_NAME-build-$CI_PIPELINE_ID
script:
- echo "cleaning up build directory"
- rm -r $CLEANUP_PATH $CLEANUP_PATH.tmp
dependencies:
- build
when: always
# deploy to internal testing track
deploy-dev:
stage: deploy
rules:
- if: $CI_COMMIT_BRANCH == $DEV_BRANCH
variables:
ITCH_USER: "cyndrdev"
ITCH_GAME: "revival-internal-track"
ITCH_TRACK: "windows-unstable"
script:
- chmod +x ./ci/deploy.sh
- ./ci/deploy.sh $BUILD_DIR $ITCH_USER $ITCH_GAME $ITCH_TRACK
dependencies:
- build
# deploy to production
deploy-release:
stage: deploy
rules:
- if: $CI_COMMIT_BRANCH == $PROD_BRANCH
variables:
ITCH_USER: "cyndrdev"
ITCH_GAME: "revival"
ITCH_TRACK: "windows"
script:
- chmod +x ./ci/deploy.sh
- ./ci/deploy.sh $BUILD_DIR $ITCH_USER $ITCH_GAME $ITCH_TRACK
dependencies:
- build

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@ -3,10 +3,11 @@
# $1 UNITY_VERSION
unityversion=$1
editorlogpath="$(pwd)/Editor.log"
editorpath="/Applications/Unity/Hub/Editor/$unityversion/Unity.app"
# remove previous Editor.log
editorlogpath="$HOME/Library/Logs/Unity/Editor.log"
echo "removing previous editor log..."
[ -f $editorlogpath ] && rm $editorlogpath
echo "starting build using unity v$unityversion..."
@ -20,21 +21,42 @@ open -g $editorpath --args \
-logFile $editorlogpath \
-projectPath "$(pwd)/game"
# wait for unity to exit
while pgrep -x "Unity" > /dev/null
# wait for editor log to exist
while [ ! -f $editorlogpath ]
do
sleep 1
done
# use a safe directory that is automatically removed by the shell when the script exists
work="$(mktemp -d)" || exit $?
trap "rm -rf '$work'" exit
if [ -f $editorlogpath ]; then
echo "build completed, dumping log"
cat $editorlogpath
echo "TODO: check result of build by looking at the last few lines"
else
echo "no editor log to dump?"
# default exit code
echo 1 > $work/exitcode
# start tail in a subshell and store its pid, then read line by line to determine build result
(tail -n 1 -f $editorlogpath &
jobs -p %% > "$work/tail.pid"
) | while read line
do
echo "${line}"
# check for build success
if [[ $line == *":: ktyl.build completed with code 0"* ]]; then
echo 0 > $work/exitcode
fi
# check for exit
# TODO: ideally we should have a better indicator than the package manager's shutdown message
if [[ $line == *"[Package Manager] Server::Kill -- Server was shutdown"* ]]; then
break
fi
done
# kill zombie tail process
kill $(<"$work/tail.pid")
# exit with unity's exit code
exit $(cat $work/exitcode)
# vim: tabstop=4 shiftwidth=4 expandtab

7
ci/deploy.sh Normal file
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@ -0,0 +1,7 @@
builddir=$1
itchuser=$2
itchgame=$3
itchtrack=$4
butler=$(which butler)
$butler push $builddir "$itchuser/$itchgame:$itchtrack"

1
game/.gitignore vendored
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@ -13,6 +13,7 @@
/[Bb]uilds/
/[Ll]ogs/
/[Mm]emoryCaptures/
/[Uu]serSettings/
# Never ignore Asset meta data
!/[Aa]ssets/**/*.meta

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skinWeightsMode: 0
maxBonesPerVertex: 4
minBoneWeight: 0.001
meshOptimizationFlags: -1
indexFormat: 0
secondaryUVAngleDistortion: 8
secondaryUVAreaDistortion: 15.000001
secondaryUVHardAngle: 88
secondaryUVMarginMethod: 1
secondaryUVMinLightmapResolution: 40
secondaryUVMinObjectScale: 1
secondaryUVPackMargin: 4
useFileScale: 1
tangentSpace:
normalSmoothAngle: 60
normalImportMode: 0
tangentImportMode: 3
normalCalculationMode: 4
legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
blendShapeNormalImportMode: 1
normalSmoothingSource: 0
referencedClips: []
importAnimation: 1
humanDescription:
serializedVersion: 3
human: []
skeleton: []
armTwist: 0.5
foreArmTwist: 0.5
upperLegTwist: 0.5
legTwist: 0.5
armStretch: 0.05
legStretch: 0.05
feetSpacing: 0
globalScale: 1
rootMotionBoneName:
hasTranslationDoF: 0
hasExtraRoot: 0
skeletonHasParents: 1
lastHumanDescriptionAvatarSource: {instanceID: 0}
autoGenerateAvatarMappingIfUnspecified: 1
animationType: 2
humanoidOversampling: 1
avatarSetup: 0
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
additionalBone: 0
userData:
assetBundleName:
assetBundleVariant:

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 6b4844e88a92a6343a3f27d9ef198033
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -3,6 +3,8 @@ using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEditor.Build.Reporting;
using UnityEditor.Compilation;
using UnityEngine;
namespace Ktyl.Util
@ -44,7 +46,12 @@ namespace Ktyl.Util
target = BuildTarget.StandaloneWindows64
};
BuildPipeline.BuildPlayer(options);
var report = BuildPipeline.BuildPlayer(options);
var result = report.summary.result;
if (result == BuildResult.Succeeded)
{
Debug.Log(":: ktyl.build completed with code 0");
}
// TODO: post-process
}

View File

@ -13,7 +13,7 @@ PlayerSettings:
useOnDemandResources: 0
accelerometerFrequency: 60
companyName: kernel panic!
productName: game
productName: revival
defaultCursor: {fileID: 0}
cursorHotspot: {x: 0, y: 0}
m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
@ -146,7 +146,7 @@ PlayerSettings:
androidSupportedAspectRatio: 1
androidMaxAspectRatio: 2.1
applicationIdentifier:
Standalone: com.kernelpanic.game
Standalone: com.kernelpanic.revival
buildNumber:
Standalone: 0
iPhone: 0