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Four of the workflows I mentioned in the description are building precompiles of the engine for Windows, macOS, and Linux using Godot Wasm as a module (similar to what you've done here).
Building the addon (GDNative/GDExtension) using MinGW would also be helpful but is lower priority as we've already got a Windows build in the release artifact.
The following use cases are not supported via GHA.
Windows (MinGW) addonUnsupported (see reasoning)Windows (MinGW) moduleNot requiredThe text was updated successfully, but these errors were encountered: