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Merge pull request #3796 from akien-mga/warning-live-without-warning

CI: Split setup, linter and build in separate steps
Rémi Verschelde 5 years ago
parent
commit
cb27c6ea14
2 changed files with 13 additions and 9 deletions
  1. 12 8
      .github/workflows/ci.yml
  2. 1 1
      tutorials/3d/csg_tools.rst

+ 12 - 8
.github/workflows/ci.yml

@@ -8,16 +8,20 @@ jobs:
       - name: Checkout
       - name: Checkout
         uses: actions/checkout@v2
         uses: actions/checkout@v2
 
 
-      - name: Lint and build documentation
+      - name: Install dependencies
         run: |
         run: |
           # Install tools used by `_tools/format.sh`.
           # Install tools used by `_tools/format.sh`.
-          sudo apt-get update -qq
-          sudo apt-get install -qq dos2unix recode
-          # Append the `PATH` so we can run `codespell`.
-          export PATH="$HOME/.local/bin:$PATH"
-          pip3 install -r requirements.txt
-          pip3 install codespell
+          sudo apt-get -qq update
+          sudo apt-get -qq install dos2unix recode
+          sudo pip3 install -r requirements.txt
+          sudo pip3 install codespell
+
+      - name: Linter checks
+        run: |
           bash _tools/format.sh
           bash _tools/format.sh
           codespell -I _tools/codespell-ignore.txt {about,community,development,getting_started,tutorials}/**/*.rst
           codespell -I _tools/codespell-ignore.txt {about,community,development,getting_started,tutorials}/**/*.rst
+
+      - name: Sphinx build
+        run: |
           # Use dummy builder to improve performance.
           # Use dummy builder to improve performance.
-          sphinx-build --color -b dummy -d _build/doctrees . _build/html
+          sphinx-build --color -b dummy -d _build/doctrees -W . _build/html

+ 1 - 1
tutorials/3d/csg_tools.rst

@@ -249,7 +249,7 @@ or a city; explore its limitations when designing your game.
 Using prototype textures
 Using prototype textures
 ------------------------
 ------------------------
 
 
-Godot's :ref:`doc_spatial_material` supports *triplanar mapping*, which can be
+Godot's :ref:`doc_standard_material_3d` supports *triplanar mapping*, which can be
 used to automatically apply a texture to arbitrary objects without distortion.
 used to automatically apply a texture to arbitrary objects without distortion.
 This is handy when using CSG as Godot doesn't support editing UV maps on CSG
 This is handy when using CSG as Godot doesn't support editing UV maps on CSG
 nodes yet. Triplanar mapping is relatively slow, which usually restricts its
 nodes yet. Triplanar mapping is relatively slow, which usually restricts its