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Windows Rcedit error returns exit 1 and interrupts Github Actions Workflow #62874
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The rcedit warning was added in #57350. If resource modification with rcedit is attempted, it's likely because your As for the error exit code, I assume the export system wasn't retrofitted to take the new warning system into account. There used to only be errors, but now that there can be warnings, the final export line should be modified to take this into account and print cc @bruvzg |
There is a new export config option to disable |
It's already doing something like this, message is either As for exit code, it will be |
Thanks @bruvzg, that fixes my problem. I'll close this since |
Fixed by #62907. |
Godot version
4.0.alpha11 (afdae67)
System information
Manjaro Linux 21.3.2, Vulkan API 1.2.0, NVIDIA GeForce GTX 1070 (515.57)
Issue description
I'm exporting windows builds on Github Actions "ubuntu-latest" runners. Godot returns an exit 1 code which interrupts the workflow. Otherwise, the build successfully exports, so I use
continue-on-error: true
to keep the workflow going. However, this will hide other errors I might be concerned about. I prefer to use Github's linux runners because they are half as expensive as windows.I believe the Rcedit error is causing this because I receive the other warnings on linux/macos builds and they return exit 0. I haven't set "application/icon" or changed any other settings besides "custom_template/release", "export_path" and encryption.
I expect an exit code 0 since the exported executable works and I don't want to use Rcedit to "change the icon or app information data".
Steps to reproduce
run: |
sed -i -e 's|export_path=.|export_path="bin/windows/Game.exe"|g'
-e 's|custom_template/release=.|custom_template/release="godot-export-templates/windows-latest/godot.windows.opt.64.exe"|g'
export_presets.cfg
run: ./godot-binary --headless --export windows
continue-on-error: true
Minimal reproduction project
No response
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