image: Visual Studio 2019 platform: x64 environment: HOME: "%HOMEDRIVE%%HOMEPATH%" PYTHON: C:\Python38 SCONS_CACHE_ROOT: "%HOME%\\scons_cache" SCONS_CACHE_LIMIT: 1024 OPTIONS: "debug_symbols=no verbose=yes progress=no" EXTRA_ARGS: "warnings=all werror=yes" matrix: - GD_PLATFORM: windows TARGET: release_debug TOOLS: yes # Disabled for performance reasons until master is more stable. # - GD_PLATFORM: windows # TARGET: release # TOOLS: no matrix: fast_finish: true init: - ps: if ($env:APPVEYOR_REPO_BRANCH -ne "master") { $env:APPVEYOR_CACHE_SKIP_SAVE = "true" } cache: - "%SCONS_CACHE_ROOT%" install: - SET "PATH=%PYTHON%;%PYTHON%\\Scripts;%PATH%" - pip install -U wheel # needed for pip install scons to work, otherwise a flag is missing - pip install scons # use stable scons - if defined VS call "%VS%" %ARCH% # if defined - so we can also use mingw before_build: - echo %GD_PLATFORM% - python --version - scons --version - set "SCONS_CACHE=%SCONS_CACHE_ROOT%\%APPVEYOR_REPO_BRANCH%" build_script: - scons platform=%GD_PLATFORM% target=%TARGET% tools=%TOOLS% %OPTIONS% %EXTRA_ARGS% after_build: - git rev-parse --short=9 HEAD > VERSION_HASH.txt - set /P VERSION_HASH= < VERSION_HASH.txt - cd bin - mv godot.windows.opt.tools.64.exe godot_%APPVEYOR_REPO_BRANCH%-%VERSION_HASH%_win64.exe - 7z a -mx9 godot_%APPVEYOR_REPO_BRANCH%-%VERSION_HASH%_win64.zip *.exe artifacts: - path: bin/godot_${APPVEYOR_REPO_BRANCH}-${VERSION_HASH}_win64.zip name: Win64 release_debug editor build type: zip