Files
andy 15ba71587c Convert the game data into editable assets
assets/ now holds every track as a 16-colour indexed PNG (its palette is
the track palette) plus a text file of lap gates and height map, and
every vehicle as a PNG sprite sheet plus a text file with its name and
handling (moved out of the code). The build embeds assets/ instead of
unpacking the ADFs, so the disks are no longer needed to build either.

skids extract converts original disks to assets and checks each file
reads back identically; benchmark results from the assets match the
disks exactly. Assets win over disk data with the same name, and
--data assets picks up edits without a rebuild. assets/README.md
describes how to edit everything.
2026-10-19 19:38:08 +00:00

49 lines
1.3 KiB
YAML

name: build
on:
push:
pull_request:
workflow_dispatch:
jobs:
build:
strategy:
fail-fast: false
matrix:
include:
- os: ubuntu-latest
artifact: skids-linux-x86_64
bin: skids
- os: windows-latest
artifact: skids-windows-x86_64
bin: skids.exe
- os: macos-latest
artifact: skids-macos-arm64
bin: skids
runs-on: ${{ matrix.os }}
steps:
- uses: actions/checkout@v4
- uses: dtolnay/rust-toolchain@stable
- name: Linux dependencies
if: runner.os == 'Linux'
run: sudo apt-get update && sudo apt-get install -y libasound2-dev libx11-dev libxkbcommon-dev
- name: Test
run: cargo test --release
- name: Build
run: cargo build --release
- name: Check the binary runs on its own
shell: bash
run: |
mkdir -p "$RUNNER_TEMP/standalone"
cp target/release/${{ matrix.bin }} "$RUNNER_TEMP/standalone/"
cd "$RUNNER_TEMP/standalone"
./${{ matrix.bin }} info
./${{ matrix.bin }} bench --seconds 60
- uses: actions/upload-artifact@v4
with:
name: ${{ matrix.artifact }}
path: |
target/release/${{ matrix.bin }}
README.md
docs/FORMATS.md