The setup.sh script was always trying to generate compile_commands.json for IDE integration, which triggered SCons platform auto-detection. On Ubuntu runners without X11 libraries (used for Android/Web builds), this caused the build to fail. Changes: - Only generate compile_commands.json in dev mode (CI uses dev=false) - Explicitly specify the platform parameter for SCons - On Linux, check if X11 libraries are available before attempting generation - Skip generation gracefully if X11 is not available This fixes the Android and Web template builds in GitHub Actions.
spine-godot
The spine-godot runtime provides functionality to load, manipulate and render Spine skeletal animation data using Godot 3.5.x and 4.0.x respectively. spine-godot is based on spine-cpp.
See the spine-godot documentation for in-depth information.
Licensing
You are welcome to evaluate the Spine Runtimes and the examples we provide in this repository free of charge.
You can integrate the Spine Runtimes into your software free of charge, but users of your software must have their own Spine license. Please make your users aware of this requirement! This option is often chosen by those making development tools, such as an SDK, game toolkit, or software library.
In order to distribute your software containing the Spine Runtimes to others that don't have a Spine license, you need a Spine license at the time of integration. Then you can distribute your software containing the Spine Runtimes however you like, provided others don't modify it or use it to create new software. If others want to do that, they'll need their own Spine license.
For the official legal terms governing the Spine Runtimes, please read the Spine Runtimes License Agreement and Section 2 of the Spine Editor License Agreement.
Spine version
spine-godot works with data exported from Spine 4.2.xx.
spine-godot supports all Spine features, except two-color tinting and the screen blend mode.