AeThex-Engine-Core/engine/.github/actions/godot-build/action.yml
MrPiglr 9dddce666d
🚀 AeThex Engine v1.0 - Complete Fork
- Forked from Godot Engine 4.7-dev (MIT License)
- Rebranded to AeThex Engine with cyan/purple theme
- Added AI-powered development assistant module
- Integrated Claude API for code completion & error fixing
- Custom hexagon logo and branding
- Multi-platform CI/CD (Windows, Linux, macOS)
- Built Linux editor binary (151MB)
- Complete source code with all customizations

Tech Stack:
- C++ game engine core
- AI Module: Claude 3.5 Sonnet integration
- Build: SCons, 14K+ source files
- License: MIT (Godot) + Custom (AeThex features)

Ready for Windows build via GitHub Actions!
2026-02-23 05:01:56 +00:00

42 lines
1.4 KiB
YAML

name: Build Godot
description: Build Godot with the provided options.
inputs:
target:
description: Build target (editor, template_release, template_debug).
default: editor
type: choice
options: [editor, template_debug, template_release]
platform:
description: Target platform.
type: string
scons-flags:
description: Additional SCons flags.
type: string
scons-cache:
description: The SCons cache path.
default: ${{ github.workspace }}/.scons_cache/
type: string
runs:
using: composite
steps:
- name: SCons Build
shell: sh
run: |
echo "Building with flags:" platform=${{ inputs.platform }} target=${{ inputs.target }} ${{ inputs.scons-flags }} "cache_path=${{ inputs.scons-cache }}" redirect_build_objects=no
if [ "${{ inputs.target }}" != "editor" ]; then
# Ensure we don't include editor code in export template builds.
rm -rf editor
fi
if [ "${{ github.event.number }}" != "" ]; then
# Set build identifier with pull request number if available. This is displayed throughout the editor.
export BUILD_NAME="gh-${{ github.event.number }}"
else
export BUILD_NAME="gh"
fi
scons platform=${{ inputs.platform }} target=${{ inputs.target }} ${{ inputs.scons-flags }} "cache_path=${{ inputs.scons-cache }}" redirect_build_objects=no
ls -l bin/