The version now lives in project.godot (application/config/version) and Settings.version reads it from there. The Build workflow tests and exports on every push, and on main creates the tag, uploads the builds and creates the Gitea release when that version has no tag yet. This replaces gitea-release.yaml, which released when a branch named after the version was pushed. Godot setup moves into a local .gitea/actions/setup-godot action shared by the test and build jobs, and Godot is updated to 4.7.2 to match the editor the project is made with.
44 lines
1.2 KiB
GDScript
44 lines
1.2 KiB
GDScript
extends Node
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const MAX_NUMBER_OF_PLAYERS: int = 7
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var default_path: String = "https://music.sanplex.xyz"
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var selected_server: int = 0
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var is_local: bool = false
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var is_debug: bool = false
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var stop_after_current: bool = true
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var auto_repeat_song: bool = true
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var hide_next_track: bool = true
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var add_to_stats: bool = true
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var use_low_played_mode: bool = false
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var winning_score: int = 20
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var fullscreen: bool = false
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var play_local: bool = false
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var inspiration_list_speed: int = 1
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var hide_for_seconds: float = 5.0
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var hide_beginning: bool = false
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var hide_length: bool = false
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var hide_ticks: bool = false
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var player_array: Array[PlayerObject]
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var edit_players: bool = false
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var currently_syncing: bool = false
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var character_select_open: bool = false
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## The game version, set in Project Settings > Application > Config > Version.
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## Releases are made from it, see RELEASING.md.
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var version: String = ProjectSettings.get_setting("application/config/version", "")
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func delete_children(node: Node) -> void:
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for n: Node in node.get_children():
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node.remove_child(n)
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n.queue_free()
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func delete_player_children(node: Node) -> void:
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for n: Node in node.get_children():
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node.remove_child(n)
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n.queue_free()
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