fix: harden cross-platform quality tooling

This commit is contained in:
Rijad Zuzo
2026-07-30 13:42:38 +02:00
parent e284d3774d
commit 5511c295a5
7 changed files with 370 additions and 95 deletions
+20 -4
View File
@@ -17,23 +17,28 @@ Set up the local tools with `uv`:
```bash
uv venv .venv
uv pip install --python .venv/bin/python -r requirements-dev.txt
uv pip install -r requirements-dev.txt
```
`uv` discovers the project-local `.venv` on both macOS and Windows, so the
same setup commands work in a shell or PowerShell.
Open `project.godot` in Godot 4.7 and run the main scene.
## Quality gate
Run the complete local gate before committing:
Run the complete local gate before committing.
macOS:
```bash
./tools/quality.sh
```
On Windows:
Windows PowerShell:
```powershell
powershell -ExecutionPolicy Bypass -File .\tools\quality.ps1
powershell -NoProfile -ExecutionPolicy Bypass -File .\tools\quality.ps1
```
For a faster changed-GDScript formatting and lint pass, while still running
@@ -43,6 +48,17 @@ the Godot checks and scenarios:
./tools/quality.sh --changed
```
```powershell
powershell -NoProfile -ExecutionPolicy Bypass -File .\tools\quality.ps1 -Changed
```
Auto-format all game-owned GDScript with `./tools/fix_format.sh` on macOS. On
Windows:
```powershell
powershell -NoProfile -ExecutionPolicy Bypass -File .\tools\fix_format.ps1
```
The gate enforces Godot 4.7, the pinned formatter and linter, headless project
scenarios, and the vendored GUT suite. See
[`docs/local_quality_gate.md`](docs/local_quality_gate.md) for setup and