GitHub build workflows - #204

Merged
Blixibon merged 49 commits into
developfrom
feature/github-workflows
Oct 21, 2022
Merged

GitHub build workflows#204
Blixibon merged 49 commits into
developfrom
feature/github-workflows

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@Blixibon

@BlixibonBlixibon commented Oct 17, 2022

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GitHub workflows which automatically build the codebase on VC++ (Windows) and GCC/G++ (Linux).

The workflows will build for the game DLLs, the shaders, and the mapping tools depending on what files the PR modifies. A manual workflow can be used to compile everything in the SDK.

Based on a script created by z33ky. (#162)

This PR should be squashed.

@Blixibon

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@z33ky Out of curiosity, what do you think of the way I implemented this? I used the script you created as a base and diversified it to encompass other parts of the SDK, but I don't know if I did it in the most efficient way.

I also implemented a job for building Linux binaries, but I'm not experienced with Linux development and I'm curious if there's anything about the way I did it which could be more efficient or should be addressed. I have not yet tested the generated binaries in-game.

@github-actionsgithub-actionsBot added Project Generation Mapbase - Involves the source code's project files (e.g. VPC scripts) Repo Mapbase - Related to the repository itself (e.g. workflows) labels Oct 19, 2022

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This looks good to me

@Blixibon
Blixibon merged commit 3f5807f into developOct 21, 2022
@Blixibon
Blixibon deleted the feature/github-workflows branch October 21, 2022 17:50

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Hi. Very cool.
Sorry for taking some time to reply.

The generated Linux binaries run fine.

You could consider also publishing the debug-info files for release builds as they are stripped off the binaries. On Linux they are also put in the bin/ directory with .dbg suffix (i.e. client.so.dbg). I remember on Windows they were .pdb files.
On Linux at least the debug-builds do not strip the debug-info from the libraries, so publishing the .dbg files there is unnecessary.

run: |
config=${{inputs.configuration}}
export CFG=${config,,}
echo "config=${CFG}" >> $GITHUB_ENV

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I'm not sure this is necessary, considering the variable is set explicitly in the make call below.


- name: Create project files
working-directory: '${{inputs.branch}}/src'
run: sudo ./create${{inputs.project-group}}projects

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Is sudo required?

if: inputs.project-group == 'game' || inputs.project-group == 'shaders'
working-directory: '${{inputs.branch}}/src'
shell: bash
run: sed -i 's/\/hl2 \/episodic/\/${{inputs.game}}/' create${{inputs.project-group}}projects.bat

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Note you can use a different separator for sed, like sed -i 's|/hl2 /episodic|/${{inputs.game}}|' which is more easily readable by skipping the need to escape the slashes.

VDeltaGabriel pushed a commit to Project-P2009/p2009_sdk that referenced this pull request Apr 27, 2023
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3 participants

@Blixibon@z33ky@1upD
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

GitHub build workflows - #204

Merged
Blixibon merged 49 commits into
developfrom
feature/github-workflows
Oct 21, 2022
Merged

GitHub build workflows#204
Blixibon merged 49 commits into
developfrom
feature/github-workflows

Conversation

@Blixibon

@BlixibonBlixibon commented Oct 17, 2022

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GitHub workflows which automatically build the codebase on VC++ (Windows) and GCC/G++ (Linux).

The workflows will build for the game DLLs, the shaders, and the mapping tools depending on what files the PR modifies. A manual workflow can be used to compile everything in the SDK.

Based on a script created by z33ky. (#162)

This PR should be squashed.

@Blixibon

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MemberAuthor

@z33ky Out of curiosity, what do you think of the way I implemented this? I used the script you created as a base and diversified it to encompass other parts of the SDK, but I don't know if I did it in the most efficient way.

I also implemented a job for building Linux binaries, but I'm not experienced with Linux development and I'm curious if there's anything about the way I did it which could be more efficient or should be addressed. I have not yet tested the generated binaries in-game.

@github-actionsgithub-actionsBot added Project Generation Mapbase - Involves the source code's project files (e.g. VPC scripts) Repo Mapbase - Related to the repository itself (e.g. workflows) labels Oct 19, 2022

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This looks good to me

@Blixibon
Blixibon merged commit 3f5807f into developOct 21, 2022
@Blixibon
Blixibon deleted the feature/github-workflows branch October 21, 2022 17:50

@z33kyz33ky left a comment

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Hi. Very cool.
Sorry for taking some time to reply.

The generated Linux binaries run fine.

You could consider also publishing the debug-info files for release builds as they are stripped off the binaries. On Linux they are also put in the bin/ directory with .dbg suffix (i.e. client.so.dbg). I remember on Windows they were .pdb files.
On Linux at least the debug-builds do not strip the debug-info from the libraries, so publishing the .dbg files there is unnecessary.

run: |
config=${{inputs.configuration}}
export CFG=${config,,}
echo "config=${CFG}" >> $GITHUB_ENV

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I'm not sure this is necessary, considering the variable is set explicitly in the make call below.


- name: Create project files
working-directory: '${{inputs.branch}}/src'
run: sudo ./create${{inputs.project-group}}projects

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Is sudo required?

if: inputs.project-group == 'game' || inputs.project-group == 'shaders'
working-directory: '${{inputs.branch}}/src'
shell: bash
run: sed -i 's/\/hl2 \/episodic/\/${{inputs.game}}/' create${{inputs.project-group}}projects.bat

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Note you can use a different separator for sed, like sed -i 's|/hl2 /episodic|/${{inputs.game}}|' which is more easily readable by skipping the need to escape the slashes.

VDeltaGabriel pushed a commit to Project-P2009/p2009_sdk that referenced this pull request Apr 27, 2023
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Labels

Project GenerationMapbase - Involves the source code's project files (e.g. VPC scripts)RepoMapbase - Related to the repository itself (e.g. workflows)

Projects

None yet

Development

Successfully merging this pull request may close these issues.

3 participants

@Blixibon@z33ky@1upD
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

GitHub build workflows - #204

Merged
Blixibon merged 49 commits into
developfrom
feature/github-workflows
Oct 21, 2022
Merged

GitHub build workflows#204
Blixibon merged 49 commits into
developfrom
feature/github-workflows

Conversation

@Blixibon

@BlixibonBlixibon commented Oct 17, 2022

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GitHub workflows which automatically build the codebase on VC++ (Windows) and GCC/G++ (Linux).

The workflows will build for the game DLLs, the shaders, and the mapping tools depending on what files the PR modifies. A manual workflow can be used to compile everything in the SDK.

Based on a script created by z33ky. (#162)

This PR should be squashed.

@Blixibon

Copy link
Copy Markdown
MemberAuthor

@z33ky Out of curiosity, what do you think of the way I implemented this? I used the script you created as a base and diversified it to encompass other parts of the SDK, but I don't know if I did it in the most efficient way.

I also implemented a job for building Linux binaries, but I'm not experienced with Linux development and I'm curious if there's anything about the way I did it which could be more efficient or should be addressed. I have not yet tested the generated binaries in-game.

@github-actionsgithub-actionsBot added Project Generation Mapbase - Involves the source code's project files (e.g. VPC scripts) Repo Mapbase - Related to the repository itself (e.g. workflows) labels Oct 19, 2022

@1upD1upD left a comment

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This looks good to me

@Blixibon
Blixibon merged commit 3f5807f into developOct 21, 2022
@Blixibon
Blixibon deleted the feature/github-workflows branch October 21, 2022 17:50

@z33kyz33ky left a comment

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Hi. Very cool.
Sorry for taking some time to reply.

The generated Linux binaries run fine.

You could consider also publishing the debug-info files for release builds as they are stripped off the binaries. On Linux they are also put in the bin/ directory with .dbg suffix (i.e. client.so.dbg). I remember on Windows they were .pdb files.
On Linux at least the debug-builds do not strip the debug-info from the libraries, so publishing the .dbg files there is unnecessary.

run: |
config=${{inputs.configuration}}
export CFG=${config,,}
echo "config=${CFG}" >> $GITHUB_ENV

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I'm not sure this is necessary, considering the variable is set explicitly in the make call below.


- name: Create project files
working-directory: '${{inputs.branch}}/src'
run: sudo ./create${{inputs.project-group}}projects

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Is sudo required?

if: inputs.project-group == 'game' || inputs.project-group == 'shaders'
working-directory: '${{inputs.branch}}/src'
shell: bash
run: sed -i 's/\/hl2 \/episodic/\/${{inputs.game}}/' create${{inputs.project-group}}projects.bat

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Note you can use a different separator for sed, like sed -i 's|/hl2 /episodic|/${{inputs.game}}|' which is more easily readable by skipping the need to escape the slashes.

VDeltaGabriel pushed a commit to Project-P2009/p2009_sdk that referenced this pull request Apr 27, 2023
Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

Labels

Project GenerationMapbase - Involves the source code's project files (e.g. VPC scripts)RepoMapbase - Related to the repository itself (e.g. workflows)

Projects

None yet

Development

Successfully merging this pull request may close these issues.

3 participants

@Blixibon@z33ky@1upD
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

GitHub build workflows - #204

Merged
Blixibon merged 49 commits into
developfrom
feature/github-workflows
Oct 21, 2022
Merged

GitHub build workflows#204
Blixibon merged 49 commits into
developfrom
feature/github-workflows

Conversation

@Blixibon

@BlixibonBlixibon commented Oct 17, 2022

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GitHub workflows which automatically build the codebase on VC++ (Windows) and GCC/G++ (Linux).

The workflows will build for the game DLLs, the shaders, and the mapping tools depending on what files the PR modifies. A manual workflow can be used to compile everything in the SDK.

Based on a script created by z33ky. (#162)

This PR should be squashed.

@Blixibon

Copy link
Copy Markdown
MemberAuthor

@z33ky Out of curiosity, what do you think of the way I implemented this? I used the script you created as a base and diversified it to encompass other parts of the SDK, but I don't know if I did it in the most efficient way.

I also implemented a job for building Linux binaries, but I'm not experienced with Linux development and I'm curious if there's anything about the way I did it which could be more efficient or should be addressed. I have not yet tested the generated binaries in-game.

@github-actionsgithub-actionsBot added Project Generation Mapbase - Involves the source code's project files (e.g. VPC scripts) Repo Mapbase - Related to the repository itself (e.g. workflows) labels Oct 19, 2022

@1upD1upD left a comment

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This looks good to me

@Blixibon
Blixibon merged commit 3f5807f into developOct 21, 2022
@Blixibon
Blixibon deleted the feature/github-workflows branch October 21, 2022 17:50

@z33kyz33ky left a comment

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Hi. Very cool.
Sorry for taking some time to reply.

The generated Linux binaries run fine.

You could consider also publishing the debug-info files for release builds as they are stripped off the binaries. On Linux they are also put in the bin/ directory with .dbg suffix (i.e. client.so.dbg). I remember on Windows they were .pdb files.
On Linux at least the debug-builds do not strip the debug-info from the libraries, so publishing the .dbg files there is unnecessary.

run: |
config=${{inputs.configuration}}
export CFG=${config,,}
echo "config=${CFG}" >> $GITHUB_ENV

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I'm not sure this is necessary, considering the variable is set explicitly in the make call below.


- name: Create project files
working-directory: '${{inputs.branch}}/src'
run: sudo ./create${{inputs.project-group}}projects

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Is sudo required?

if: inputs.project-group == 'game' || inputs.project-group == 'shaders'
working-directory: '${{inputs.branch}}/src'
shell: bash
run: sed -i 's/\/hl2 \/episodic/\/${{inputs.game}}/' create${{inputs.project-group}}projects.bat

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Note you can use a different separator for sed, like sed -i 's|/hl2 /episodic|/${{inputs.game}}|' which is more easily readable by skipping the need to escape the slashes.

VDeltaGabriel pushed a commit to Project-P2009/p2009_sdk that referenced this pull request Apr 27, 2023
Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

Labels

Project GenerationMapbase - Involves the source code's project files (e.g. VPC scripts)RepoMapbase - Related to the repository itself (e.g. workflows)

Projects

None yet

Development

Successfully merging this pull request may close these issues.

3 participants

@Blixibon@z33ky@1upD
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

GitHub build workflows - #204

Merged
Blixibon merged 49 commits into
developfrom
feature/github-workflows
Oct 21, 2022
Merged

GitHub build workflows#204
Blixibon merged 49 commits into
developfrom
feature/github-workflows

Conversation

@Blixibon

@BlixibonBlixibon commented Oct 17, 2022

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GitHub workflows which automatically build the codebase on VC++ (Windows) and GCC/G++ (Linux).

The workflows will build for the game DLLs, the shaders, and the mapping tools depending on what files the PR modifies. A manual workflow can be used to compile everything in the SDK.

Based on a script created by z33ky. (#162)

This PR should be squashed.

@Blixibon

Copy link
Copy Markdown
MemberAuthor

@z33ky Out of curiosity, what do you think of the way I implemented this? I used the script you created as a base and diversified it to encompass other parts of the SDK, but I don't know if I did it in the most efficient way.

I also implemented a job for building Linux binaries, but I'm not experienced with Linux development and I'm curious if there's anything about the way I did it which could be more efficient or should be addressed. I have not yet tested the generated binaries in-game.

@github-actionsgithub-actionsBot added Project Generation Mapbase - Involves the source code's project files (e.g. VPC scripts) Repo Mapbase - Related to the repository itself (e.g. workflows) labels Oct 19, 2022

@1upD1upD left a comment

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This looks good to me

@Blixibon
Blixibon merged commit 3f5807f into developOct 21, 2022
@Blixibon
Blixibon deleted the feature/github-workflows branch October 21, 2022 17:50

@z33kyz33ky left a comment

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Hi. Very cool.
Sorry for taking some time to reply.

The generated Linux binaries run fine.

You could consider also publishing the debug-info files for release builds as they are stripped off the binaries. On Linux they are also put in the bin/ directory with .dbg suffix (i.e. client.so.dbg). I remember on Windows they were .pdb files.
On Linux at least the debug-builds do not strip the debug-info from the libraries, so publishing the .dbg files there is unnecessary.

run: |
config=${{inputs.configuration}}
export CFG=${config,,}
echo "config=${CFG}" >> $GITHUB_ENV

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I'm not sure this is necessary, considering the variable is set explicitly in the make call below.


- name: Create project files
working-directory: '${{inputs.branch}}/src'
run: sudo ./create${{inputs.project-group}}projects

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Is sudo required?

if: inputs.project-group == 'game' || inputs.project-group == 'shaders'
working-directory: '${{inputs.branch}}/src'
shell: bash
run: sed -i 's/\/hl2 \/episodic/\/${{inputs.game}}/' create${{inputs.project-group}}projects.bat

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Note you can use a different separator for sed, like sed -i 's|/hl2 /episodic|/${{inputs.game}}|' which is more easily readable by skipping the need to escape the slashes.

VDeltaGabriel pushed a commit to Project-P2009/p2009_sdk that referenced this pull request Apr 27, 2023
Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

Labels

Project GenerationMapbase - Involves the source code's project files (e.g. VPC scripts)RepoMapbase - Related to the repository itself (e.g. workflows)

Projects

None yet

Development

Successfully merging this pull request may close these issues.

3 participants

@Blixibon@z33ky@1upD
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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GitHub build workflows - #204

Merged
Blixibon merged 49 commits into
developfrom
feature/github-workflows
Oct 21, 2022
Merged

GitHub build workflows#204
Blixibon merged 49 commits into
developfrom
feature/github-workflows

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@Blixibon

@BlixibonBlixibon commented Oct 17, 2022

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GitHub workflows which automatically build the codebase on VC++ (Windows) and GCC/G++ (Linux).

The workflows will build for the game DLLs, the shaders, and the mapping tools depending on what files the PR modifies. A manual workflow can be used to compile everything in the SDK.

Based on a script created by z33ky. (#162)

This PR should be squashed.

@Blixibon

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@z33ky Out of curiosity, what do you think of the way I implemented this? I used the script you created as a base and diversified it to encompass other parts of the SDK, but I don't know if I did it in the most efficient way.

I also implemented a job for building Linux binaries, but I'm not experienced with Linux development and I'm curious if there's anything about the way I did it which could be more efficient or should be addressed. I have not yet tested the generated binaries in-game.

@github-actionsgithub-actionsBot added Project Generation Mapbase - Involves the source code's project files (e.g. VPC scripts) Repo Mapbase - Related to the repository itself (e.g. workflows) labels Oct 19, 2022

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This looks good to me

@Blixibon
Blixibon merged commit 3f5807f into developOct 21, 2022
@Blixibon
Blixibon deleted the feature/github-workflows branch October 21, 2022 17:50

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Hi. Very cool.
Sorry for taking some time to reply.

The generated Linux binaries run fine.

You could consider also publishing the debug-info files for release builds as they are stripped off the binaries. On Linux they are also put in the bin/ directory with .dbg suffix (i.e. client.so.dbg). I remember on Windows they were .pdb files.
On Linux at least the debug-builds do not strip the debug-info from the libraries, so publishing the .dbg files there is unnecessary.

run: |
config=${{inputs.configuration}}
export CFG=${config,,}
echo "config=${CFG}" >> $GITHUB_ENV

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I'm not sure this is necessary, considering the variable is set explicitly in the make call below.


- name: Create project files
working-directory: '${{inputs.branch}}/src'
run: sudo ./create${{inputs.project-group}}projects

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Is sudo required?

if: inputs.project-group == 'game' || inputs.project-group == 'shaders'
working-directory: '${{inputs.branch}}/src'
shell: bash
run: sed -i 's/\/hl2 \/episodic/\/${{inputs.game}}/' create${{inputs.project-group}}projects.bat

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Note you can use a different separator for sed, like sed -i 's|/hl2 /episodic|/${{inputs.game}}|' which is more easily readable by skipping the need to escape the slashes.

VDeltaGabriel pushed a commit to Project-P2009/p2009_sdk that referenced this pull request Apr 27, 2023
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Labels

Project GenerationMapbase - Involves the source code's project files (e.g. VPC scripts)RepoMapbase - Related to the repository itself (e.g. workflows)

Projects

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Development

Successfully merging this pull request may close these issues.

3 participants

@Blixibon@z33ky@1upD
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

GitHub build workflows - #204

Merged
Blixibon merged 49 commits into
developfrom
feature/github-workflows
Oct 21, 2022
Merged

GitHub build workflows#204
Blixibon merged 49 commits into
developfrom
feature/github-workflows

Conversation

@Blixibon

@BlixibonBlixibon commented Oct 17, 2022

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GitHub workflows which automatically build the codebase on VC++ (Windows) and GCC/G++ (Linux).

The workflows will build for the game DLLs, the shaders, and the mapping tools depending on what files the PR modifies. A manual workflow can be used to compile everything in the SDK.

Based on a script created by z33ky. (#162)

This PR should be squashed.

@Blixibon

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MemberAuthor

@z33ky Out of curiosity, what do you think of the way I implemented this? I used the script you created as a base and diversified it to encompass other parts of the SDK, but I don't know if I did it in the most efficient way.

I also implemented a job for building Linux binaries, but I'm not experienced with Linux development and I'm curious if there's anything about the way I did it which could be more efficient or should be addressed. I have not yet tested the generated binaries in-game.

@github-actionsgithub-actionsBot added Project Generation Mapbase - Involves the source code's project files (e.g. VPC scripts) Repo Mapbase - Related to the repository itself (e.g. workflows) labels Oct 19, 2022

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This looks good to me

@Blixibon
Blixibon merged commit 3f5807f into developOct 21, 2022
@Blixibon
Blixibon deleted the feature/github-workflows branch October 21, 2022 17:50

@z33kyz33ky left a comment

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Hi. Very cool.
Sorry for taking some time to reply.

The generated Linux binaries run fine.

You could consider also publishing the debug-info files for release builds as they are stripped off the binaries. On Linux they are also put in the bin/ directory with .dbg suffix (i.e. client.so.dbg). I remember on Windows they were .pdb files.
On Linux at least the debug-builds do not strip the debug-info from the libraries, so publishing the .dbg files there is unnecessary.

run: |
config=${{inputs.configuration}}
export CFG=${config,,}
echo "config=${CFG}" >> $GITHUB_ENV

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I'm not sure this is necessary, considering the variable is set explicitly in the make call below.


- name: Create project files
working-directory: '${{inputs.branch}}/src'
run: sudo ./create${{inputs.project-group}}projects

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Is sudo required?

if: inputs.project-group == 'game' || inputs.project-group == 'shaders'
working-directory: '${{inputs.branch}}/src'
shell: bash
run: sed -i 's/\/hl2 \/episodic/\/${{inputs.game}}/' create${{inputs.project-group}}projects.bat

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Note you can use a different separator for sed, like sed -i 's|/hl2 /episodic|/${{inputs.game}}|' which is more easily readable by skipping the need to escape the slashes.

VDeltaGabriel pushed a commit to Project-P2009/p2009_sdk that referenced this pull request Apr 27, 2023
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Labels

Project GenerationMapbase - Involves the source code's project files (e.g. VPC scripts)RepoMapbase - Related to the repository itself (e.g. workflows)

Projects

None yet

Development

Successfully merging this pull request may close these issues.

3 participants

@Blixibon@z33ky@1upD
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

GitHub build workflows - #204

Merged
Blixibon merged 49 commits into
developfrom
feature/github-workflows
Oct 21, 2022
Merged

GitHub build workflows#204
Blixibon merged 49 commits into
developfrom
feature/github-workflows

Conversation

@Blixibon

@BlixibonBlixibon commented Oct 17, 2022

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Member

GitHub workflows which automatically build the codebase on VC++ (Windows) and GCC/G++ (Linux).

The workflows will build for the game DLLs, the shaders, and the mapping tools depending on what files the PR modifies. A manual workflow can be used to compile everything in the SDK.

Based on a script created by z33ky. (#162)

This PR should be squashed.

@Blixibon

Copy link
Copy Markdown
MemberAuthor

@z33ky Out of curiosity, what do you think of the way I implemented this? I used the script you created as a base and diversified it to encompass other parts of the SDK, but I don't know if I did it in the most efficient way.

I also implemented a job for building Linux binaries, but I'm not experienced with Linux development and I'm curious if there's anything about the way I did it which could be more efficient or should be addressed. I have not yet tested the generated binaries in-game.

@github-actionsgithub-actionsBot added Project Generation Mapbase - Involves the source code's project files (e.g. VPC scripts) Repo Mapbase - Related to the repository itself (e.g. workflows) labels Oct 19, 2022

@1upD1upD left a comment

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This looks good to me

@Blixibon
Blixibon merged commit 3f5807f into developOct 21, 2022
@Blixibon
Blixibon deleted the feature/github-workflows branch October 21, 2022 17:50

@z33kyz33ky left a comment

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Hi. Very cool.
Sorry for taking some time to reply.

The generated Linux binaries run fine.

You could consider also publishing the debug-info files for release builds as they are stripped off the binaries. On Linux they are also put in the bin/ directory with .dbg suffix (i.e. client.so.dbg). I remember on Windows they were .pdb files.
On Linux at least the debug-builds do not strip the debug-info from the libraries, so publishing the .dbg files there is unnecessary.

run: |
config=${{inputs.configuration}}
export CFG=${config,,}
echo "config=${CFG}" >> $GITHUB_ENV

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I'm not sure this is necessary, considering the variable is set explicitly in the make call below.


- name: Create project files
working-directory: '${{inputs.branch}}/src'
run: sudo ./create${{inputs.project-group}}projects

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Is sudo required?

if: inputs.project-group == 'game' || inputs.project-group == 'shaders'
working-directory: '${{inputs.branch}}/src'
shell: bash
run: sed -i 's/\/hl2 \/episodic/\/${{inputs.game}}/' create${{inputs.project-group}}projects.bat

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Note you can use a different separator for sed, like sed -i 's|/hl2 /episodic|/${{inputs.game}}|' which is more easily readable by skipping the need to escape the slashes.

VDeltaGabriel pushed a commit to Project-P2009/p2009_sdk that referenced this pull request Apr 27, 2023
Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

Labels

Project GenerationMapbase - Involves the source code's project files (e.g. VPC scripts)RepoMapbase - Related to the repository itself (e.g. workflows)

Projects

None yet

Development

Successfully merging this pull request may close these issues.

3 participants

@Blixibon@z33ky@1upD