feat: Godot 4.7 dev build support #351
runner.yml
on: pull_request
🌳 Set Environment
/
🌳 Set Environment
19s
🔄 Changesets
/
🔄 Changesets
Matrix: ⚙️ Build Godot Version with GodotJS
Matrix: 🔬 Test project
🦅 Release
/
release
Matrix: 📁 Upload Assets
Waiting for pending jobs
Annotations
228 warnings
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🌳 Set Environment / 🌳 Set Environment
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/setup-node@v4, actions/upload-artifact@v4. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍏 iOS / iOS (template_debug, v8)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/cache/restore@v4, actions/cache/save@v4, actions/download-artifact@v4, actions/setup-python@v5, actions/upload-artifact@v4. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍏 iOS / iOS (template_debug, v8):
impl/v8/jsb_v8_class_builder.h#L61
ignoring return value of function declared with 'warn_unused_result' attribute
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍏 iOS / iOS (template_debug, v8):
v8/include/v8-platform.h#L1040
'v8::HighAllocationThroughputObserver' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍏 iOS / iOS (template_debug, v8):
v8/include/v8-platform.h#L1027
'v8::ZoneBackingAllocator' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍏 iOS / iOS (template_debug, v8):
v8/include/v8-platform.h#L201
'v8::JobDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍏 iOS / iOS (template_debug, v8):
v8/include/v8-context.h#L214
'v8::Context::DeepFreezeDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍏 iOS / iOS (template_debug, v8):
impl/v8/jsb_v8_class_builder.h#L61
ignoring return value of function declared with 'warn_unused_result' attribute
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍏 iOS / iOS (template_debug, v8):
v8/include/v8-platform.h#L1040
'v8::HighAllocationThroughputObserver' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍏 iOS / iOS (template_debug, v8):
v8/include/v8-platform.h#L1027
'v8::ZoneBackingAllocator' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍏 iOS / iOS (template_debug, v8):
v8/include/v8-platform.h#L201
'v8::JobDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍏 iOS / iOS (template_debug, v8):
v8/include/v8-context.h#L214
'v8::Context::DeepFreezeDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍏 iOS / iOS (template_debug, qjs-ng)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/cache/restore@v4, actions/cache/save@v4, actions/download-artifact@v4, actions/setup-python@v5, actions/upload-artifact@v4. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍏 iOS / iOS (template_debug, qjs-ng):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' to 'JSCFunction *' (aka 'JSValue (*)(JSContext *, JSValue, int, JSValue *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍏 iOS / iOS (template_debug, qjs-ng):
bridge/jsb_type_convert.cpp#L602
unannotated fall-through between switch labels
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍏 iOS / iOS (template_debug, qjs-ng):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' to 'JSCFunction *' (aka 'JSValue (*)(JSContext *, JSValue, int, JSValue *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍏 iOS / iOS (template_debug, qjs-ng):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' to 'JSCFunction *' (aka 'JSValue (*)(JSContext *, JSValue, int, JSValue *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍏 iOS / iOS (template_debug, qjs-ng):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' to 'JSCFunction *' (aka 'JSValue (*)(JSContext *, JSValue, int, JSValue *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍏 iOS / iOS (template_debug, qjs-ng):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' to 'JSCFunction *' (aka 'JSValue (*)(JSContext *, JSValue, int, JSValue *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍏 iOS / iOS (template_debug, qjs-ng):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' to 'JSCFunction *' (aka 'JSValue (*)(JSContext *, JSValue, int, JSValue *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🤖 Android / Android (template_debug, v8)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/cache/restore@v4, actions/cache/save@v4, actions/download-artifact@v4, actions/setup-python@v5, actions/upload-artifact@v4, dsaltares/fetch-gh-release-asset@1.1.2. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🤖 Android / Android (template_debug, v8):
v8/include/v8-platform.h#L1040
'v8::HighAllocationThroughputObserver' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🤖 Android / Android (template_debug, v8):
v8/include/v8-platform.h#L1027
'v8::ZoneBackingAllocator' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🤖 Android / Android (template_debug, v8):
v8/include/v8-platform.h#L201
'v8::JobDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🤖 Android / Android (template_debug, v8):
v8/include/v8-context.h#L214
'v8::Context::DeepFreezeDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🤖 Android / Android (template_debug, v8):
impl/v8/jsb_v8_class_builder.h#L63
ignoring return value of function declared with 'warn_unused_result' attribute
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🤖 Android / Android (template_debug, v8):
impl/v8/jsb_v8_class_builder.h#L61
ignoring return value of function declared with 'warn_unused_result' attribute
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🤖 Android / Android (template_debug, v8):
v8/include/v8-platform.h#L1040
'v8::HighAllocationThroughputObserver' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🤖 Android / Android (template_debug, v8):
v8/include/v8-platform.h#L1027
'v8::ZoneBackingAllocator' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🤖 Android / Android (template_debug, v8):
v8/include/v8-platform.h#L201
'v8::JobDelegate' has virtual functions but non-virtual destructor
|
|
⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🤖 Android / Android (template_debug, v8):
v8/include/v8-context.h#L214
'v8::Context::DeepFreezeDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🤖 Android / Android (template_debug, qjs-ng)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/cache/restore@v4, actions/cache/save@v4, actions/download-artifact@v4, actions/setup-python@v5, actions/upload-artifact@v4, dsaltares/fetch-gh-release-asset@1.1.2. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🤖 Android / Android (template_debug, qjs-ng):
bridge/jsb_type_convert.cpp#L602
unannotated fall-through between switch labels
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🌐 Web / Web (template_debug, qjs-ng, threads=yes, dlink=no)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/cache/restore@v4, actions/cache/save@v4, actions/download-artifact@v4, actions/setup-python@v5, actions/upload-artifact@v4, mymindstorm/setup-emsdk@v14. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🌐 Web / Web (template_debug, qjs-ng, threads=yes, dlink=no):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' (aka 'unsigned long long (*)(JSContext *, unsigned long long, int, unsigned long long *, int)') to 'JSCFunction *' (aka 'unsigned long long (*)(JSContext *, unsigned long long, int, unsigned long long *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🌐 Web / Web (template_debug, qjs-ng, threads=yes, dlink=no):
bridge/jsb_type_convert.cpp#L602
unannotated fall-through between switch labels
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🌐 Web / Web (template_debug, qjs-ng, threads=yes, dlink=no):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' (aka 'unsigned long long (*)(JSContext *, unsigned long long, int, unsigned long long *, int)') to 'JSCFunction *' (aka 'unsigned long long (*)(JSContext *, unsigned long long, int, unsigned long long *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🌐 Web / Web (template_debug, qjs-ng, threads=yes, dlink=no):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' (aka 'unsigned long long (*)(JSContext *, unsigned long long, int, unsigned long long *, int)') to 'JSCFunction *' (aka 'unsigned long long (*)(JSContext *, unsigned long long, int, unsigned long long *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🌐 Web / Web (template_debug, qjs-ng, threads=yes, dlink=no):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' (aka 'unsigned long long (*)(JSContext *, unsigned long long, int, unsigned long long *, int)') to 'JSCFunction *' (aka 'unsigned long long (*)(JSContext *, unsigned long long, int, unsigned long long *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🌐 Web / Web (template_debug, qjs-ng, threads=yes, dlink=no):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' (aka 'unsigned long long (*)(JSContext *, unsigned long long, int, unsigned long long *, int)') to 'JSCFunction *' (aka 'unsigned long long (*)(JSContext *, unsigned long long, int, unsigned long long *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🌐 Web / Web (template_debug, qjs-ng, threads=yes, dlink=no):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' (aka 'unsigned long long (*)(JSContext *, unsigned long long, int, unsigned long long *, int)') to 'JSCFunction *' (aka 'unsigned long long (*)(JSContext *, unsigned long long, int, unsigned long long *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🌐 Web / Web (template_debug, browser, threads=yes, dlink=no)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/cache/restore@v4, actions/cache/save@v4, actions/download-artifact@v4, actions/setup-python@v5, actions/upload-artifact@v4, mymindstorm/setup-emsdk@v14. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🌐 Web / Web (template_debug, browser, threads=yes, dlink=no):
bridge/jsb_type_convert.cpp#L602
unannotated fall-through between switch labels
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, qjs-ng)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/cache/restore@v4, actions/cache/save@v4, actions/download-artifact@v4, actions/setup-python@v5, actions/upload-artifact@v4, dsaltares/fetch-gh-release-asset@1.1.2. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, qjs-ng):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' to 'JSCFunction *' (aka 'JSValue (*)(JSContext *, JSValue, int, JSValue *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, qjs-ng):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' to 'JSCFunction *' (aka 'JSValue (*)(JSContext *, JSValue, int, JSValue *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, qjs-ng):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' to 'JSCFunction *' (aka 'JSValue (*)(JSContext *, JSValue, int, JSValue *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, qjs-ng):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' to 'JSCFunction *' (aka 'JSValue (*)(JSContext *, JSValue, int, JSValue *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, qjs-ng):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' to 'JSCFunction *' (aka 'JSValue (*)(JSContext *, JSValue, int, JSValue *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, qjs-ng):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' to 'JSCFunction *' (aka 'JSValue (*)(JSContext *, JSValue, int, JSValue *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, qjs-ng):
bridge/jsb_type_convert.cpp#L602
unannotated fall-through between switch labels
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, qjs-ng):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' to 'JSCFunction *' (aka 'JSValue (*)(JSContext *, JSValue, int, JSValue *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, qjs-ng):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' to 'JSCFunction *' (aka 'JSValue (*)(JSContext *, JSValue, int, JSValue *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, qjs-ng):
bridge/jsb_type_convert.cpp#L602
unannotated fall-through between switch labels
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, qjs-ng):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' to 'JSCFunction *' (aka 'JSValue (*)(JSContext *, JSValue, int, JSValue *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, qjs-ng):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' to 'JSCFunction *' (aka 'JSValue (*)(JSContext *, JSValue, int, JSValue *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, qjs-ng):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' to 'JSCFunction *' (aka 'JSValue (*)(JSContext *, JSValue, int, JSValue *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, qjs-ng):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' to 'JSCFunction *' (aka 'JSValue (*)(JSContext *, JSValue, int, JSValue *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, qjs-ng):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' to 'JSCFunction *' (aka 'JSValue (*)(JSContext *, JSValue, int, JSValue *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, qjs-ng):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' to 'JSCFunction *' (aka 'JSValue (*)(JSContext *, JSValue, int, JSValue *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🐧 Linux / Linux (editor, v8)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/cache/restore@v4, actions/cache/save@v4, actions/download-artifact@v4, actions/setup-python@v5, actions/upload-artifact@v4, dsaltares/fetch-gh-release-asset@1.1.2. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🐧 Linux / Linux (editor, qjs-ng)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/cache/restore@v4, actions/cache/save@v4, actions/download-artifact@v4, actions/setup-python@v5, actions/upload-artifact@v4, dsaltares/fetch-gh-release-asset@1.1.2. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍏 iOS / iOS (template_debug, v8)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/download-artifact@v4. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍏 iOS / iOS (template_debug, v8):
impl/v8/jsb_v8_class_builder.h#L61
ignoring return value of function declared with 'warn_unused_result' attribute
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍏 iOS / iOS (template_debug, v8):
v8/include/v8-platform.h#L1040
'v8::HighAllocationThroughputObserver' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍏 iOS / iOS (template_debug, v8):
v8/include/v8-platform.h#L1027
'v8::ZoneBackingAllocator' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍏 iOS / iOS (template_debug, v8):
v8/include/v8-platform.h#L201
'v8::JobDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍏 iOS / iOS (template_debug, v8):
v8/include/v8-context.h#L214
'v8::Context::DeepFreezeDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍏 iOS / iOS (template_debug, v8):
impl/v8/jsb_v8_class_builder.h#L61
ignoring return value of function declared with 'warn_unused_result' attribute
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍏 iOS / iOS (template_debug, v8):
v8/include/v8-platform.h#L1040
'v8::HighAllocationThroughputObserver' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍏 iOS / iOS (template_debug, v8):
v8/include/v8-platform.h#L1027
'v8::ZoneBackingAllocator' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍏 iOS / iOS (template_debug, v8):
v8/include/v8-platform.h#L201
'v8::JobDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍏 iOS / iOS (template_debug, v8):
v8/include/v8-context.h#L214
'v8::Context::DeepFreezeDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🏁 Windows / Windows (editor, v8)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/cache/restore@v4, actions/cache/save@v4, actions/download-artifact@v4, actions/setup-python@v5, actions/upload-artifact@v4, dsaltares/fetch-gh-release-asset@1.1.2. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🏁 Windows / Windows (editor, v8):
bridge/jsb_primitive_bindings_reflect.cpp#L1044
declaration of 'class_info' hides previous local declaration
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🏁 Windows / Windows (editor, v8):
bridge/jsb_environment.cpp#L444
'resolver': local variable is initialized but not referenced
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🏁 Windows / Windows (editor, qjs-ng)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/cache/restore@v4, actions/cache/save@v4, actions/download-artifact@v4, actions/setup-python@v5, actions/upload-artifact@v4, dsaltares/fetch-gh-release-asset@1.1.2. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🏁 Windows / Windows (editor, qjs-ng):
bridge/jsb_primitive_bindings_reflect.cpp#L1044
declaration of 'class_info' hides previous local declaration
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🏁 Windows / Windows (editor, qjs-ng):
bridge/jsb_environment.cpp#L444
'resolver': local variable is initialized but not referenced
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍏 iOS / iOS (template_debug, qjs-ng)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/download-artifact@v4. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍏 iOS / iOS (template_debug, qjs-ng):
quickjs-ng/quickjs.c#L20195
unannotated fall-through between switch labels
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍏 iOS / iOS (template_debug, qjs-ng):
quickjs-ng/quickjs.c#L19550
unannotated fall-through between switch labels
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍏 iOS / iOS (template_debug, qjs-ng):
quickjs-ng/quickjs.c#L19215
unannotated fall-through between switch labels
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍏 iOS / iOS (template_debug, qjs-ng):
quickjs-ng/quickjs.c#L14754
unannotated fall-through between switch labels
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍏 iOS / iOS (template_debug, qjs-ng):
quickjs-ng/quickjs.c#L14741
unannotated fall-through between switch labels
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍏 iOS / iOS (template_debug, qjs-ng):
quickjs-ng/quickjs.c#L7754
variable 'atom2_is_integer' set but not used
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍏 iOS / iOS (template_debug, qjs-ng):
quickjs-ng/quickjs.c#L7754
variable 'atom1_is_integer' set but not used
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍏 iOS / iOS (template_debug, qjs-ng):
quickjs-ng/libregexp.c#L1221
unannotated fall-through between switch labels
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍏 iOS / iOS (template_debug, qjs-ng):
quickjs-ng/libregexp.c#L749
unannotated fall-through between switch labels
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍏 iOS / iOS (template_debug, qjs-ng):
quickjs-ng/libregexp.c#L720
unannotated fall-through between switch labels
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, v8)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/cache/restore@v4, actions/cache/save@v4, actions/download-artifact@v4, actions/setup-python@v5, actions/upload-artifact@v4, dsaltares/fetch-gh-release-asset@1.1.2. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-platform.h#L1040
'v8::HighAllocationThroughputObserver' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-platform.h#L1027
'v8::ZoneBackingAllocator' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-platform.h#L201
'v8::JobDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-context.h#L214
'v8::Context::DeepFreezeDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, v8):
impl/v8/jsb_v8_class_builder.h#L63
ignoring return value of function declared with 'warn_unused_result' attribute
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, v8):
impl/v8/jsb_v8_class_builder.h#L61
ignoring return value of function declared with 'warn_unused_result' attribute
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-platform.h#L1040
'v8::HighAllocationThroughputObserver' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-platform.h#L1027
'v8::ZoneBackingAllocator' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-platform.h#L201
'v8::JobDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-context.h#L214
'v8::Context::DeepFreezeDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-platform.h#L1040
'v8::HighAllocationThroughputObserver' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-platform.h#L1027
'v8::ZoneBackingAllocator' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-platform.h#L201
'v8::JobDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-context.h#L214
'v8::Context::DeepFreezeDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, v8):
impl/v8/jsb_v8_class_builder.h#L63
ignoring return value of function declared with 'warn_unused_result' attribute
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, v8):
impl/v8/jsb_v8_class_builder.h#L61
ignoring return value of function declared with 'warn_unused_result' attribute
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-platform.h#L1040
'v8::HighAllocationThroughputObserver' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-platform.h#L1027
'v8::ZoneBackingAllocator' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-platform.h#L201
'v8::JobDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-context.h#L214
'v8::Context::DeepFreezeDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / build-macos-apps (qjs-ng)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/download-artifact@v4, actions/upload-artifact@v4. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.6.1, 4.6, 4.6.1-stable) / 🍎 macOS / build-macos-apps (v8)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/download-artifact@v4, actions/upload-artifact@v4. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🤖 Android / Android (template_debug, v8)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/download-artifact@v4, dsaltares/fetch-gh-release-asset@1.1.2. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🤖 Android / Android (template_debug, v8):
v8/include/v8-platform.h#L1040
'v8::HighAllocationThroughputObserver' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🤖 Android / Android (template_debug, v8):
v8/include/v8-platform.h#L1027
'v8::ZoneBackingAllocator' has virtual functions but non-virtual destructor
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|
⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🤖 Android / Android (template_debug, v8):
v8/include/v8-platform.h#L201
'v8::JobDelegate' has virtual functions but non-virtual destructor
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|
⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🤖 Android / Android (template_debug, v8):
v8/include/v8-context.h#L214
'v8::Context::DeepFreezeDelegate' has virtual functions but non-virtual destructor
|
|
⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🤖 Android / Android (template_debug, v8):
impl/v8/jsb_v8_class_builder.h#L63
ignoring return value of function declared with 'warn_unused_result' attribute
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🤖 Android / Android (template_debug, v8):
impl/v8/jsb_v8_class_builder.h#L61
ignoring return value of function declared with 'warn_unused_result' attribute
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🤖 Android / Android (template_debug, v8):
v8/include/v8-platform.h#L1040
'v8::HighAllocationThroughputObserver' has virtual functions but non-virtual destructor
|
|
⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🤖 Android / Android (template_debug, v8):
v8/include/v8-platform.h#L1027
'v8::ZoneBackingAllocator' has virtual functions but non-virtual destructor
|
|
⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🤖 Android / Android (template_debug, v8):
v8/include/v8-platform.h#L201
'v8::JobDelegate' has virtual functions but non-virtual destructor
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|
⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🤖 Android / Android (template_debug, v8):
v8/include/v8-context.h#L214
'v8::Context::DeepFreezeDelegate' has virtual functions but non-virtual destructor
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|
⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🤖 Android / Android (template_debug, qjs-ng)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/download-artifact@v4, dsaltares/fetch-gh-release-asset@1.1.2. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🤖 Android / Android (template_debug, qjs-ng):
quickjs-ng/libbf.c#L1384
comparison of integers of different signs: 'mp_size_t' (aka 'long') and 'limb_t' (aka 'unsigned long')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🤖 Android / Android (template_debug, qjs-ng):
quickjs-ng/libbf.c#L1379
comparison of integers of different signs: 'mp_size_t' (aka 'long') and 'limb_t' (aka 'unsigned long')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🤖 Android / Android (template_debug, qjs-ng):
quickjs-ng/libbf.c#L1047
comparison of integers of different signs: 'slimb_t' (aka 'long') and 'limb_t' (aka 'unsigned long')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🤖 Android / Android (template_debug, qjs-ng):
quickjs-ng/libbf.c#L999
comparison of integers of different signs: 'slimb_t' (aka 'long') and 'limb_t' (aka 'unsigned long')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🤖 Android / Android (template_debug, qjs-ng):
quickjs-ng/libbf.c#L963
comparison of integers of different signs: 'slimb_t' (aka 'long') and 'const limb_t' (aka 'const unsigned long')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🤖 Android / Android (template_debug, qjs-ng):
quickjs-ng/libbf.c#L871
comparison of integers of different signs: 'limb_t' (aka 'unsigned long') and 'int'
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🤖 Android / Android (template_debug, qjs-ng):
quickjs-ng/libbf.c#L706
comparison of integers of different signs: 'slimb_t' (aka 'long') and 'limb_t' (aka 'unsigned long')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🤖 Android / Android (template_debug, qjs-ng):
quickjs-ng/libbf.c#L630
comparison of integers of different signs: 'slimb_t' (aka 'long') and 'limb_t' (aka 'unsigned long')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🤖 Android / Android (template_debug, qjs-ng):
quickjs-ng/libbf.c#L549
comparison of integers of different signs: 'slimb_t' (aka 'long') and 'limb_t' (aka 'unsigned long')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🤖 Android / Android (template_debug, qjs-ng):
quickjs-ng/libbf.c#L361
comparison of integers of different signs: 'slimb_t' (aka 'long') and 'limb_t' (aka 'unsigned long')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🌐 Web / Web (template_debug, qjs-ng, threads=yes, dlink=no)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/download-artifact@v4, mymindstorm/setup-emsdk@v14. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🌐 Web / Web (template_debug, qjs-ng, threads=yes, dlink=no):
quickjs-ng/libbf.c#L1384
comparison of integers of different signs: 'mp_size_t' (aka 'long') and 'limb_t' (aka 'unsigned int')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🌐 Web / Web (template_debug, qjs-ng, threads=yes, dlink=no):
quickjs-ng/libbf.c#L1379
comparison of integers of different signs: 'mp_size_t' (aka 'long') and 'limb_t' (aka 'unsigned int')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🌐 Web / Web (template_debug, qjs-ng, threads=yes, dlink=no):
quickjs-ng/libbf.c#L1047
comparison of integers of different signs: 'slimb_t' (aka 'int') and 'limb_t' (aka 'unsigned int')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🌐 Web / Web (template_debug, qjs-ng, threads=yes, dlink=no):
quickjs-ng/libbf.c#L999
comparison of integers of different signs: 'slimb_t' (aka 'int') and 'limb_t' (aka 'unsigned int')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🌐 Web / Web (template_debug, qjs-ng, threads=yes, dlink=no):
quickjs-ng/libbf.c#L963
comparison of integers of different signs: 'slimb_t' (aka 'int') and 'const limb_t' (aka 'const unsigned int')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🌐 Web / Web (template_debug, qjs-ng, threads=yes, dlink=no):
quickjs-ng/libbf.c#L871
comparison of integers of different signs: 'limb_t' (aka 'unsigned int') and 'int'
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🌐 Web / Web (template_debug, qjs-ng, threads=yes, dlink=no):
quickjs-ng/libbf.c#L706
comparison of integers of different signs: 'slimb_t' (aka 'int') and 'limb_t' (aka 'unsigned int')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🌐 Web / Web (template_debug, qjs-ng, threads=yes, dlink=no):
quickjs-ng/libbf.c#L630
comparison of integers of different signs: 'slimb_t' (aka 'int') and 'limb_t' (aka 'unsigned int')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🌐 Web / Web (template_debug, qjs-ng, threads=yes, dlink=no):
quickjs-ng/libbf.c#L549
comparison of integers of different signs: 'slimb_t' (aka 'int') and 'limb_t' (aka 'unsigned int')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🌐 Web / Web (template_debug, qjs-ng, threads=yes, dlink=no):
quickjs-ng/libbf.c#L361
comparison of integers of different signs: 'slimb_t' (aka 'int') and 'limb_t' (aka 'unsigned int')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🌐 Web / Web (template_debug, browser, threads=yes, dlink=no)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/download-artifact@v4, mymindstorm/setup-emsdk@v14. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🌐 Web / Web (template_debug, browser, threads=yes, dlink=no):
bridge/jsb_type_convert.cpp#L602
unannotated fall-through between switch labels
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, qjs-ng)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/download-artifact@v4. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, qjs-ng):
quickjs-ng/libbf.c#L1379
comparison of integers of different signs: 'mp_size_t' (aka 'long') and 'limb_t' (aka 'unsigned long long')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, qjs-ng):
quickjs-ng/libbf.c#L1047
comparison of integers of different signs: 'slimb_t' (aka 'long long') and 'limb_t' (aka 'unsigned long long')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, qjs-ng):
quickjs-ng/libbf.c#L999
comparison of integers of different signs: 'slimb_t' (aka 'long long') and 'limb_t' (aka 'unsigned long long')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, qjs-ng):
quickjs-ng/libbf.c#L963
comparison of integers of different signs: 'slimb_t' (aka 'long long') and 'const limb_t' (aka 'const unsigned long long')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, qjs-ng):
quickjs-ng/libbf.c#L871
comparison of integers of different signs: 'limb_t' (aka 'unsigned long long') and 'int'
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, qjs-ng):
quickjs-ng/libbf.c#L706
comparison of integers of different signs: 'slimb_t' (aka 'long long') and 'limb_t' (aka 'unsigned long long')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, qjs-ng):
quickjs-ng/libbf.c#L630
comparison of integers of different signs: 'slimb_t' (aka 'long long') and 'limb_t' (aka 'unsigned long long')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, qjs-ng):
quickjs-ng/libbf.c#L549
comparison of integers of different signs: 'slimb_t' (aka 'long long') and 'limb_t' (aka 'unsigned long long')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, qjs-ng):
quickjs-ng/libbf.c#L361
comparison of integers of different signs: 'slimb_t' (aka 'long long') and 'limb_t' (aka 'unsigned long long')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, qjs-ng):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' to 'JSCFunction *' (aka 'JSValue (*)(JSContext *, JSValue, int, JSValue *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, qjs-ng):
quickjs-ng/libbf.c#L1379
comparison of integers of different signs: 'mp_size_t' (aka 'long') and 'limb_t' (aka 'unsigned long long')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, qjs-ng):
quickjs-ng/libbf.c#L1047
comparison of integers of different signs: 'slimb_t' (aka 'long long') and 'limb_t' (aka 'unsigned long long')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, qjs-ng):
quickjs-ng/libbf.c#L999
comparison of integers of different signs: 'slimb_t' (aka 'long long') and 'limb_t' (aka 'unsigned long long')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, qjs-ng):
quickjs-ng/libbf.c#L963
comparison of integers of different signs: 'slimb_t' (aka 'long long') and 'const limb_t' (aka 'const unsigned long long')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, qjs-ng):
quickjs-ng/libbf.c#L871
comparison of integers of different signs: 'limb_t' (aka 'unsigned long long') and 'int'
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, qjs-ng):
quickjs-ng/libbf.c#L706
comparison of integers of different signs: 'slimb_t' (aka 'long long') and 'limb_t' (aka 'unsigned long long')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, qjs-ng):
quickjs-ng/libbf.c#L630
comparison of integers of different signs: 'slimb_t' (aka 'long long') and 'limb_t' (aka 'unsigned long long')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, qjs-ng):
quickjs-ng/libbf.c#L549
comparison of integers of different signs: 'slimb_t' (aka 'long long') and 'limb_t' (aka 'unsigned long long')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, qjs-ng):
quickjs-ng/libbf.c#L361
comparison of integers of different signs: 'slimb_t' (aka 'long long') and 'limb_t' (aka 'unsigned long long')
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, qjs-ng):
impl/quickjs/jsb_quickjs_class_builder.h#L258
cast from 'JSValue (*)(JSContext *, JSValue, int, JSValue *, int)' to 'JSCFunction *' (aka 'JSValue (*)(JSContext *, JSValue, int, JSValue *)') converts to incompatible function type
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🐧 Linux / Linux (editor, v8)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/download-artifact@v4. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🐧 Linux / Linux (editor, qjs-ng)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/download-artifact@v4. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, v8)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/download-artifact@v4. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-platform.h#L1040
'v8::HighAllocationThroughputObserver' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-platform.h#L1027
'v8::ZoneBackingAllocator' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-platform.h#L201
'v8::JobDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-context.h#L214
'v8::Context::DeepFreezeDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, v8):
impl/v8/jsb_v8_class_builder.h#L63
ignoring return value of function declared with 'warn_unused_result' attribute
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, v8):
impl/v8/jsb_v8_class_builder.h#L61
ignoring return value of function declared with 'warn_unused_result' attribute
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-platform.h#L1040
'v8::HighAllocationThroughputObserver' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-platform.h#L1027
'v8::ZoneBackingAllocator' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-platform.h#L201
'v8::JobDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-context.h#L214
'v8::Context::DeepFreezeDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-platform.h#L1040
'v8::HighAllocationThroughputObserver' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-platform.h#L1027
'v8::ZoneBackingAllocator' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-platform.h#L201
'v8::JobDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-context.h#L214
'v8::Context::DeepFreezeDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, v8):
impl/v8/jsb_v8_class_builder.h#L63
ignoring return value of function declared with 'warn_unused_result' attribute
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, v8):
impl/v8/jsb_v8_class_builder.h#L61
ignoring return value of function declared with 'warn_unused_result' attribute
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-platform.h#L1040
'v8::HighAllocationThroughputObserver' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-platform.h#L1027
'v8::ZoneBackingAllocator' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-platform.h#L201
'v8::JobDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / Mac (editor, v8):
v8/include/v8-context.h#L214
'v8::Context::DeepFreezeDelegate' has virtual functions but non-virtual destructor
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / build-macos-apps (qjs-ng)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/download-artifact@v4, actions/upload-artifact@v4. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🍎 macOS / build-macos-apps (v8)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/download-artifact@v4, actions/upload-artifact@v4. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🏁 Windows / Windows (editor, qjs-ng)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/download-artifact@v4, dsaltares/fetch-gh-release-asset@1.1.2. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🏁 Windows / Windows (editor, qjs-ng):
quickjs-ng/libbf.c#L484
unary minus operator applied to unsigned type, result still unsigned
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🏁 Windows / Windows (editor, qjs-ng):
quickjs-ng/libbf.c#L361
'>=': signed/unsigned mismatch
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🏁 Windows / Windows (editor, qjs-ng):
quickjs-ng/libregexp.c#L1982
nonstandard extension used: zero-sized array in struct/union
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🏁 Windows / Windows (editor, qjs-ng):
quickjs-ng/libregexp.c#L827
declaration of 's' hides function parameter
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🏁 Windows / Windows (editor, qjs-ng):
quickjs-ng/cutils.c#L827
unary minus operator applied to unsigned type, result still unsigned
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🏁 Windows / Windows (editor, qjs-ng):
quickjs-ng/cutils.c#L818
unary minus operator applied to unsigned type, result still unsigned
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🏁 Windows / Windows (editor, qjs-ng):
quickjs-ng/cutils.c#L696
unary minus operator applied to unsigned type, result still unsigned
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🏁 Windows / Windows (editor, qjs-ng):
quickjs-ng/cutils.c#L687
unary minus operator applied to unsigned type, result still unsigned
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🏁 Windows / Windows (editor, v8)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/download-artifact@v4, dsaltares/fetch-gh-release-asset@1.1.2. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🏁 Windows / Windows (editor, v8):
bridge/jsb_primitive_bindings_reflect.cpp#L1044
declaration of 'class_info' hides previous local declaration
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⚙️ Build Godot Version with GodotJS (4.7dev, 4.7, master) / 🏁 Windows / Windows (editor, v8):
bridge/jsb_environment.cpp#L444
'resolver': local variable is initialized but not referenced
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🔬 Test project (4.6.1) / Test project (v8)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/download-artifact@v4, actions/setup-node@v4. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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🔬 Test project (4.7dev) / Test project (v8)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/download-artifact@v4, actions/setup-node@v4. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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🔬 Test project (4.7dev) / Test project (qjs-ng)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/download-artifact@v4, actions/setup-node@v4. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
|
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🔬 Test project (4.6.1) / Test project (qjs-ng)
Node.js 20 actions are deprecated. The following actions are running on Node.js 20 and may not work as expected: actions/download-artifact@v4, actions/setup-node@v4. Actions will be forced to run with Node.js 24 by default starting June 2nd, 2026. Please check if updated versions of these actions are available that support Node.js 24. To opt into Node.js 24 now, set the FORCE_JAVASCRIPT_ACTIONS_TO_NODE24=true environment variable on the runner or in your workflow file. Once Node.js 24 becomes the default, you can temporarily opt out by setting ACTIONS_ALLOW_USE_UNSECURE_NODE_VERSION=true. For more information see: https://github.blog/changelog/2025-09-19-deprecation-of-node-20-on-github-actions-runners/
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Produced during runtime
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android-template_debug-4.6.1-qjs-ng
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79.9 MB |
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104 MB |
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macos-editor-4.6.1-qjs-ng
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144 MB |
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macos-editor-4.6.1-v8
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macos-editor-4.7dev-qjs-ng
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sha256:eb0474472b415f7a88ef60d3805199d46f3b43e085e4d2f407caa8cb419d1543
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macos-editor-4.7dev-v8
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sha256:189cd8fe9b4a2d4059053e0f35f83633d89084a43b6131e79a6a3b94fd3c82ad
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146 MB |
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macos-editor-app-4.7dev-qjs-ng
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web-template_debug-4.6.1-browser
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18.9 MB |
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windows-editor-4.7dev-qjs-ng
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