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Switch to using ObjectID in custom callables #1615

Switch to using ObjectID in custom callables

Switch to using ObjectID in custom callables #1615

Re-run triggered October 25, 2023 16:32
Status Cancelled
Total duration 1h 32m 58s
Artifacts 7
This run and associated checks have been archived and are scheduled for deletion. Learn more about checks retention

ci.yml

on: pull_request
🐧 Build (Linux, GCC, CMake)
15m 9s
🐧 Build (Linux, GCC, CMake)
🐧 Build (Linux, GCC, CMake Ninja)
15m 52s
🐧 Build (Linux, GCC, CMake Ninja)
🏁 Build (Windows, MSVC, CMake)
19m 30s
🏁 Build (Windows, MSVC, CMake)
Matrix: build
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1 error and 1 warning
🏁 Windows (x86_64, MinGW)
The operation was canceled.
🏁 Windows (x86_64, MinGW)
Node.js 16 actions are deprecated. Please update the following actions to use Node.js 20: actions/cache@v3, actions/setup-python@v4. For more information see: https://github.blog/changelog/2023-09-22-github-actions-transitioning-from-node-16-to-node-20/.

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Name Size
godot-cpp-android-arm64-release Expired
68.5 MB
godot-cpp-ios-arm64-release Expired
37.7 MB
godot-cpp-linux-glibc2.27-x86_64-double-release Expired
75.1 MB
godot-cpp-linux-glibc2.27-x86_64-release Expired
75.1 MB
godot-cpp-macos-universal-release Expired
74.7 MB
godot-cpp-web-wasm32-release Expired
39.7 MB
godot-cpp-windows-msvc2019-x86_64-release Expired
104 MB