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roadmap download github dependencies (#68)
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@@ -1,4 +1,15 @@ | ||
module( | ||
name = "rules_unreal_engine", | ||
version = "0.0.1", | ||
) | ||
) | ||
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bazel_dep(name = "bazel_skylib", version = "1.7.1") | ||
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unreal_engine = use_repo_rule("//internal/repo:rule.bzl", "unreal_engine") | ||
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unreal_engine( | ||
name = "unreal_engine", | ||
commit = "kreempuff-release", | ||
# git_repository = "https://github.com/kreempuff/UnrealEngine.git", | ||
git_repository = "file:///Users/kareemmarch/Projects/UnrealEngine", | ||
) |
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.../decisions/0002-use-deno-typscript-for-all-scripting-and-bazel-adjacent-work.md
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# 2. Use deno/typscript for all scripting and bazel adjacent work | ||
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Date: 2024-05-24 | ||
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## Status | ||
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Accepted | ||
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## Context | ||
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While Bazel is the main tool being used to build the project, there are many tasks that are not well suited to Bazel. These include: | ||
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- Preprocessing files | ||
- Generating code | ||
- Doing one-off tasks to get things ready for Bazel | ||
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I started by using Golang as a way to not need to have external dependencies, but it's not a great language for scripting. I started using deno since it supports TypeScript and has a mechanism for importing modules from the web without needing to set up a package manager. | ||
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## Decision | ||
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For everything that can't be done with Bazel, use deno/TypeScript. | ||
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## Consequences | ||
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- Deno would need to be installed at some point during the build process | ||
- This will cause a split in where to put certain logic but I'm hoping defaulting to Bazel will be enough to make it clear where to put things |
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