Both jobs failed, at genuinely informative points: - linux-x64: DllNotFoundException loading lingua_physics — the .so committed for scripts/run-sample.sh's local-dev convenience was built on this dev machine's own (newer) glibc, and didn't load on ubuntu-latest's runner. liblingua_audio.so, built the same way, loaded fine there — this wasn't a generic "the file isn't where expected" problem, it was specific to what that one binary happened to require. Fixed by having CI rebuild and overwrite the native libs fresh for both platforms, every run, rather than trusting the committed one for anything but casual local use — only a binary built on the actual target platform is trustworthy on it. - win-x64: "WGL: The driver does not appear to support OpenGL" — from inside the --headless verification run. --headless only controls whether Engine.Host's own loop pumps a window; it does nothing to stop a *loaded* engine.windowing/engine.render from creating a real window and GL context regardless, which the full PhysicsDemo project always does. Fine on a real desktop, fatal on windows-latest's GPU-less runner. Fixed with a separate, minimal verification stage — engine. physics only, project.ci-headless.json/scene.ci-headless.json, no windowing/render/audio/game plugin at all — alongside the original full stage, which still produces the real uploaded artifact. engine.physics needs no display, so this is what CI can actually check without one; audio's own correctness is separately covered by Engine.Audio.Tests (forced onto miniaudio's null backend already) on both platforms. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
8 lines
102 B
JSON
8 lines
102 B
JSON
{
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"engineVersion": "^0.1",
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"plugins": [
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{ "id": "engine.physics" }
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],
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"pluginPaths": []
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}
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