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Add Godot version to itch deploy#759

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ikostan merged 1 commit into
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workflow-validation-failure-input-godot_version-is-required-but-not-provided
Jun 18, 2026
Merged

Add Godot version to itch deploy#759
ikostan merged 1 commit into
mainfrom
workflow-validation-failure-input-godot_version-is-required-but-not-provided

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@ikostan

@ikostan ikostan commented Jun 18, 2026

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Set godot_version to "4.6.3-stable" for the deploy_to_itch step in .github/workflows/lint_test_deploy.yml so the itch deployment uses the specified Godot runtime (ensures consistent build/runtime environment).


name: Default Pull Request Template
about: Suggesting changes to SkyLockAssault
title: ''
labels: ''
assignees: ''

Description

What does this PR do? (e.g., "Fixes player jump physics in level 2" or "Adds
new enemy AI script")

Related Issue

Closes #ISSUE_NUMBER (if applicable)

Changes

  • List key changes here (e.g., "Updated Jump.gd to use Godot 4.4's new Tween
    system")
  • Any breaking changes? (e.g., "Deprecated old signal; migrate to new one")

Testing

  • Ran the game in Godot v4.5 editor—describe what you tested (e.g., "Jump
    works on Win10 with 60 FPS")
  • Any new unit tests added? (Link to test scene if yes)
  • Screenshots/GIFs if UI-related: (Attach below)

Checklist

  • Code follows Godot style guide (e.g., snake_case for variables)
  • No console errors in editor/output
  • Ready for review!

Additional Notes

Anything else? (e.g., "Tested on Win10 64-bit; needs Linux validation")

Summary by Sourcery

Build:

  • Configure the deploy_to_itch reusable workflow to use Godot version 4.6.3-stable during deployment.

Summary by CodeRabbit

  • Chores
    • Updated CI/CD workflow configuration to correct build system references and specify build tool version compatibility.

Set godot_version to "4.6.3-stable" for the deploy_to_itch step in .github/workflows/lint_test_deploy.yml so the itch deployment uses the specified Godot runtime (ensures consistent build/runtime environment).
@ikostan ikostan self-assigned this Jun 18, 2026
@ikostan ikostan added bug Something isn't working good first issue Good for newcomers labels Jun 18, 2026
@ikostan ikostan added CI/CD github actions Pull requests that update GitHub Actions code github_actions Pull requests that update GitHub Actions code labels Jun 18, 2026
@ikostan ikostan moved this to In Progress in Sky Lock Assault Project Jun 18, 2026
@sourcery-ai

sourcery-ai Bot commented Jun 18, 2026

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Reviewer's guide (collapsed on small PRs)

Reviewer's Guide

Sets an explicit Godot runtime version for the GitHub Actions deploy_to_itch reusable workflow so itch builds use Godot 4.6.3-stable consistently.

File-Level Changes

Change Details Files
Configure the itch deployment workflow to use a fixed Godot version for builds.
  • Pass a new godot_version input into the deploy_to_itch reusable workflow call.
  • Set the Godot runtime version value to 4.6.3-stable for the deployment job.
.github/workflows/lint_test_deploy.yml

Assessment against linked issues

Issue Objective Addressed Explanation
#758 Ensure the lint_test_deploy.yml workflow passes GitHub Actions validation by resolving the required godot_version input mismatch with deploy_to_itch.yml.
#758 Ensure the deploy_to_itch workflow runs with the intended Godot version 4.6.3-stable when triggered from lint_test_deploy.yml.

Possibly linked issues

  • #[FEATURE] Upgrade project environment to Godot 4.6.3: PR updates itch deployment workflow to Godot 4.6.3, contributing to the broader engine and CI upgrade task.

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@sourcery-ai sourcery-ai Bot left a comment

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Hey - I've left some high level feedback:

  • Consider sourcing the Godot version from a single shared variable (e.g., workflow env or repository variable) so you don’t have to update multiple hard-coded version strings when upgrading Godot.
Prompt for AI Agents
Please address the comments from this code review:

## Overall Comments
- Consider sourcing the Godot version from a single shared variable (e.g., workflow env or repository variable) so you don’t have to update multiple hard-coded version strings when upgrading Godot.

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@deepsource-io

deepsource-io Bot commented Jun 18, 2026

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DeepSource Code Review

We reviewed changes in 29a6c9d...021166a on this pull request. Below is the summary for the review, and you can see the individual issues we found as inline review comments.

See full review on DeepSource ↗

PR Report Card

Overall Grade   Security  

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Code Review Summary

Analyzer Status Updated (UTC) Details
Python Jun 18, 2026 5:03a.m. Review ↗
JavaScript Jun 18, 2026 5:03a.m. Review ↗

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@coderabbitai

coderabbitai Bot commented Jun 18, 2026

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Review Change Stack

No actionable comments were generated in the recent review. 🎉

ℹ️ Recent review info
⚙️ Run configuration

Configuration used: Repository UI

Review profile: CHILL

Plan: Pro

Run ID: a89b0516-fd32-4a0a-a639-466c04b26a6f

📥 Commits

Reviewing files that changed from the base of the PR and between 29a6c9d and 021166a.

📒 Files selected for processing (1)
  • .github/workflows/lint_test_deploy.yml
📜 Recent review details
⏰ Context from checks skipped due to timeout of 90000ms. You can increase the timeout in your CodeRabbit configuration to a maximum of 15 minutes (900000ms). (1)
  • GitHub Check: CI/CD Infrastructure Tests / Test Deployment Scripts
🧰 Additional context used
🧠 Learnings (2)
📚 Learning: 2026-04-28T02:11:45.806Z
Learnt from: ikostan
Repo: ikostan/SkyLockAssault PR: 588
File: .github/workflows/deploy_to_itch.yml:44-56
Timestamp: 2026-04-28T02:11:45.806Z
Learning: When a CI workflow edits Godot's `project.godot` (INI) to inject custom ProjectSettings values, insert the setting key under the correct section header that matches the `game/` (or other) root in the ProjectSettings path. For example, `ProjectSettings.get_setting("game/security/save_salt", ...)` expects the INI entry under `[game]` with key `security/save_salt` (i.e., `[game]` then `security/save_salt=...`), not under `[application]`. Otherwise the lookup will fall back to the default value at runtime.

Applied to files:

  • .github/workflows/lint_test_deploy.yml
📚 Learning: 2026-05-20T00:01:27.632Z
Learnt from: ikostan
Repo: ikostan/SkyLockAssault PR: 654
File: .github/workflows/browser_test.yml:99-101
Timestamp: 2026-05-20T00:01:27.632Z
Learning: In this repository’s GitHub Actions workflows, treat supply-chain pinning as follows: 
- **Do not flag** steps that use **first-party** GitHub-owned actions under `actions/*` (e.g., `actions/checkout`, `actions/cache`) when they use a **major version tag** like `v6` / `v5`.
- **Do flag** **third-party** actions (anything not under `actions/*`, e.g., `firebelley/godot-export`, `codecov/codecov-action`) when they use an unpinned ref such as `vX` or `main` instead of being pinned to a **commit SHA** (i.e., `@<commit-sha>`).

Applied to files:

  • .github/workflows/lint_test_deploy.yml
🔇 Additional comments (1)
.github/workflows/lint_test_deploy.yml (1)

21-21: LGTM!

Also applies to: 100-100


📝 Walkthrough

Walkthrough

Two fixes to .github/workflows/lint_test_deploy.yml: the gdlint job's reusable workflow reference is corrected to ./.github/workflows/gdlint.yml (removing a duplicate workflows path segment), and the deploy-itch job gains godot_version: "4.6.3-stable" in its with inputs.

Changes

CI Workflow Fixes

Layer / File(s) Summary
gdlint path fix and deploy-itch godot_version input
.github/workflows/lint_test_deploy.yml
Corrects the gdlint job's uses path to ./.github/workflows/gdlint.yml and adds godot_version: "4.6.3-stable" to the deploy-itch job's with inputs.

Estimated code review effort

🎯 1 (Trivial) | ⏱️ ~2 minutes

Possibly related issues

Possibly related PRs

  • ikostan/SkyLockAssault#756: Fixes the Godot checksum download logic in the deployment workflow, which is consumed by the same deploy-itch job receiving the new godot_version input here.
  • ikostan/SkyLockAssault#757: Adds the godot_version input parameter to the reusable workflow that this PR now passes a value for in the deploy-itch job call.

Poem

🐇 Hopping through the workflow fields,
A path was wrong — now order yields!
gdlint finds its rightful place,
And Godot's version joins the race.
Four-point-six-point-three, hooray—
The bunny fixed your CI day! 🎉

🚥 Pre-merge checks | ✅ 4 | ❌ 1

❌ Failed checks (1 inconclusive)

Check name Status Explanation Resolution
Description check ❓ Inconclusive The description includes an informative summary of changes but the template sections lack specific details required by the template. Fill in specific details for Changes, Testing, and Additional Notes sections rather than just checking boxes or leaving placeholders.
✅ Passed checks (4 passed)
Check name Status Explanation
Title check ✅ Passed The title accurately summarizes the main change: adding a Godot version specification to the itch deployment workflow.
Docstring Coverage ✅ Passed No functions found in the changed files to evaluate docstring coverage. Skipping docstring coverage check.
Linked Issues check ✅ Passed Check skipped because no linked issues were found for this pull request.
Out of Scope Changes check ✅ Passed Check skipped because no linked issues were found for this pull request.

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  • Commit unit tests in branch workflow-validation-failure-input-godot_version-is-required-but-not-provided

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@ikostan ikostan merged commit a38eb29 into main Jun 18, 2026
23 checks passed
@github-project-automation github-project-automation Bot moved this from In Progress to Done in Sky Lock Assault Project Jun 18, 2026
@ikostan ikostan deleted the workflow-validation-failure-input-godot_version-is-required-but-not-provided branch June 18, 2026 05:14
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[BUG] Workflow validation failure: Input godot_version is required but not provided

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