32 Commits
Author SHA1 Message Date
adminandGitHub 5eae8ba403 Ignore generated Unity proto plugin metadata (#7296) 2026-06-16 13:05:17 -07:00
adminandGitHub 758ae6d44f Ensure Bazel is available in self-hosted workflows (#6785)
* Ensure Bazel is available in self-hosted workflows

* Allow Bazel CI to use Command Line Tools

* Set macOS C++ deployment target for Bazel

* Use Bazel macOS minimum OS flags

* Raise macOS Bazel deployment target for filesystem

* Ensure git-lfs is available for CI fetches

* Authenticate CI LFS fetches with workflow token

* Disable stale LFS hooks during CI checkout

* Disable LFS filters during CI checkout

* Prepare Git LFS before persistent checkout

* Harden generated Bazel rc and LFS auth

* Let Xcode sync skip without full Xcode

* Harden Unity build cache markers

* Require full Xcode for mactools sync
2026-05-29 07:52:17 -07:00
adminandGitHub 1573e73419 Add Unity LFS asset audit tooling (#6766) 2026-05-26 21:42:31 -07:00
97bf29d4a2 Fix Bazel Xcode version caching in CI (#6309)
* Fix Bazel Xcode version caching causing CI build failures

When Xcode updates on self-hosted runners, Bazel's cached
local_config_xcode still references the old version, causing
"xcode-locator <old_version> failed" errors.

Add sync_bazel_xcode.sh which detects Xcode version changes
and runs `bazel sync --configure` to refresh the config without
nuking the build cache. Added to all 8 CI workflows that use Bazel.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Use rm of cached repo instead of bazel sync --configure

bazel sync --configure requires WORKSPACE mode and fails with
bzlmod. Instead, delete the stale local_config_xcode from the
output base directly — the next bazel build regenerates it.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Use bazel clean --expunge instead of targeted repo deletion

Deleting just local_config_xcode is insufficient — the stale Xcode
version is also embedded in cached actions and other toolchain repos.
The only reliable fix is a full expunge. Since Xcode updates are
infrequent, the one-time rebuild cost is acceptable.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Use action_env to bake Xcode version into cache keys

Instead of expunging the cache (which doesn't help with the remote
cache anyway), write the Xcode build version to .bazelrc.xcode via
--action_env. This makes the version part of every action's cache
key, so stale entries in both local and remote caches are naturally
ignored after an Xcode update — no deletion needed anywhere.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add expunge back alongside action_env for belt-and-suspenders fix

action_env alone isn't enough — local_config_xcode is a cached
repository rule that bakes in the old Xcode version before any
actions run. Need expunge to clear the local toolchain config,
plus action_env to prevent stale remote cache hits afterward.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Add Xcode sync to mac_build build-and-sign job

The sync step was only in the deploy job, but build-and-sign calls
bazel via build_protos.sh before that. This runs on the unity-mac
runner which also has the stale Xcode cache.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-27 12:43:14 -08:00
68e876bc93 Replace dotnet proto build with Bazel-hermetic C# proto generation (#6097)
* Replace dotnet proto build with Bazel-hermetic C# proto generation

Use rules_proto_grpc_csharp to generate .cs source files via Bazel
instead of requiring a locally-installed dotnet SDK to build protos.dll.
This eliminates the dotnet dependency for CI runners and makes the
proto build fully hermetic.

- Add bazel_dep for rules_proto_grpc_csharp 5.8.0
- Bump grpc 1.74.0 -> 1.74.1 (required by rules_proto_grpc_csharp)
- Add csharp_proto_compile/csharp_grpc_compile targets across 8 proto
  BUILD.bazel files (81 .cs files from 78 protos)
- Rewrite build_protos.sh to use bazel build + copy instead of dotnet
- Output goes to Assets/GeneratedProtos/ with package-based subdirs
  to avoid filename collisions (e.g. ActionResultView.cs in both
  shardok/api/ and eagle/views/)
- Add Assets/GeneratedProtos/ to .gitignore

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* Remove stale Eagle0Protos DLL references

The old build_protos.sh generated protos.dll via dotnet; the new one
generates .cs source files instead. Remove the tracked .meta and
.deps.json files that reference the no-longer-generated DLL, and
gitignore the directory to prevent re-adding.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 09:30:26 -08:00
8b729d61fb Persistent UI and Lobby UX improvements (#6017)
* Move connection status UI to persistent canvas

Centralize connection status management on a persistent canvas that
remains visible across Eagle and Shardok game modes.

Changes:
- Add PersistentUIManager singleton to wire persistent UI elements
- Add PersistentClientConnection.Current static accessor
- Move ConnectionStatusUI to persistent canvas with inspector reference
- Remove connection status wiring from EagleGameController and
  ShardokGameController
- ConnectionStatusUI.statusText is now an inspector field instead of
  using GetComponent

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* WIP: Lobby UX cleanup

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix lobby prefab instantiation transforms

Change worldPositionStays from true to false when instantiating lobby
list items. This allows instantiated prefabs to adopt proper local
transforms relative to their parent, fixing rotation and Z-value issues.

Also removes unnecessary localScale resets since the layout system
handles positioning correctly with worldPositionStays=false.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Move Create Game to dedicated lobby section

Replace instantiated CreateGame prefab with a direct scene reference.
The Create Game UI now lives in its own section of the lobby panel.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Simplify Create Game UI and add dropdown zebra striping

- Hard-code total player count to 7, remove totalPlayersDropdown
- Change human player dropdown labels to "1 player", "2 players", etc.
- Change random warlord fallback text from "Random" to "Random Warlord"
- Add AlternatingRowColor component for dropdown zebra striping

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Gitignore map generator output folder

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Update Assembly-CSharp.csproj with new script references

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-02-14 11:37:11 -08:00
ded06ba815 Verify installer SHA256 after download (#5224)
* Verify installer SHA256 after download

The Windows installer was downloading and launching new installer updates
without verifying the SHA256 hash, which could allow a corrupted or
tampered installer to run. This adds SHA256 verification after download
and before launching the new installer.

- Add expectedSha parameter to DownloadAndLaunchNewInstaller
- Compute SHA256 of downloaded file and compare to manifest value
- Delete the file and fail if SHA doesn't match
- Log verification success on match

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Remove accidentally committed node_modules cache files

* Add node_modules to .gitignore

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 11:58:03 -08:00
bc84cf6871 Ignore Unity dedicated server package settings (#4643)
Auto-generated by Unity 6, not needed for version control.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-12 06:57:48 -08:00
adminandGitHub 1a757becfb commit pre-commit-config.yaml (#4445) 2025-09-24 08:21:57 -07:00
adminandGitHub 06ba7c2680 Sort Scala imports (#4443)
* sort imports

* rules
2025-09-24 07:16:02 -07:00
adminandGitHub a003c0bbe5 require making a copy (#4102)
* require making a copy

* use a glob
2025-04-20 22:02:45 -07:00
adminandGitHub 9c281c8772 Move API keys into a separate file whose changes aren't tracked by Git (#4101)
* read the api keys

* read the api keys successfully

* remove it from anthropic too

* fix build

* don't initialize the callers until needed
2025-04-20 20:15:21 -07:00
adminandGitHub e76871f5a9 add .bsp and .metals directories to .gitignore (#4058) 2025-03-30 11:36:52 -07:00
adminandGitHub 6ae6951174 Rewrite the settings build file generators for the dlSettings.sh script in golang (#3896)
* oh it's the importpath

* separate package

* set import path

* call the go version

* start the impl

* build file equivalent

* write the loader file too

* write the loader file too

* ignore bazelbsp
2025-01-11 07:51:05 -08:00
adminandGitHub ec4802a29f Import dlls (#3105)
* install apple plugin

* start setting up bluetooth prefs

* basic test connection

* build the plugins from the webhook
2023-12-12 18:08:56 -08:00
adminandGitHub df9aa21c98 Pre commit (#2335)
* test

* test

* another try

* once again


Former-commit-id: c30cb9de61dff6a6083421a131ece2c3f4008c1d
2022-11-22 08:24:51 -08:00
adminandGitHub c0a06d8f20 Refresh again (#2317)
* refresh and push zip

* push refresh name layers script

* don't git-add the scm

* grr


Former-commit-id: 397cdfd243810e8c17575a77f712417414c3ca76
2022-11-19 18:11:21 -08:00
adminandGitHub 219dda69f9 Run from s3 (#1494)
* check the sha against S3 and download

* shardok debug script works

* works with branch name too

* handle other branch names

* factor out most of the functionality

* eagle debugger too


Former-commit-id: 290eddc94ce05ed30d240674e241a8ad108b1401
2022-03-13 18:01:48 -07:00
adminandGitHub 943b84b720 Include the plugins in scm (#1374)
* include the proto dlls in the build for unity

* put the script relative to project root, not repo root

* include the plugin psds

* add meta files for some reason

* was in the wrong place after all

* include everything except the android and ios static libraries

* remove the script


Former-commit-id: 569e28ea0ffef76a36c0f2db6f5e52d4d6eb9e3a
2022-01-29 15:31:03 -08:00
adminandGitHub f7b0de4000 add lldbinit to gitignore (#1250)
Former-commit-id: 616d3f2413e8f44537f2a9e46b93184fa79c4078
2022-01-02 15:56:16 -08:00
adminandGitHub bcb8d89b5e add .vscode to gitignore (#599)
Former-commit-id: e94b107ba855bebe64200b805e8ce0cc515b2406
2021-04-20 18:45:15 -07:00
admin 0c7c8bfb68 ignore huge psd files
Former-commit-id: 7ef7118f320453e37f2fb30085100e0b2089993e
2020-09-01 09:13:03 -07:00
admin ac32fb643f add windows build script to gitignore
Former-commit-id: b347a09b09e948c29ac01332ccc474a0066511b2
2020-04-04 17:21:31 -07:00
admin 852cf535ed cleanup for gcc
Former-commit-id: 7708cb6a2303932622c88381e6fe8b25eabdae3a
2020-02-23 08:14:52 -08:00
admin 1a23be27f5 bazel updates
Former-commit-id: e764ea09d366bdcd9c6e716dea4c7a1754a8ec39
2020-02-11 20:20:36 -08:00
admin b4bc5b37f1 move into src/
Former-commit-id: fec9296e6abb369e65ba8765a0bc1298cbcaa4a8
2020-02-10 06:35:57 -08:00
admin 226f7218fb add to gitignore
add to gitignore
2019-04-01 19:32:24 -07:00
admin d155083897 project updates 2019-01-26 18:41:03 -08:00
admin 5d0803f914 more codelite gitignores 2018-09-22 10:44:51 -07:00
admin a3601d0d0c linux build fixes 2018-09-22 10:42:42 -07:00
admin 1448b057e0 basic AI working again with multi-moves 2018-01-28 15:07:55 -08:00
admin 01a65d6996 Remove opensource_noEdits/ 2017-11-21 07:37:53 -08:00