Buildsystem fixes for build_rive.sh and PLS shaders build_rive.sh wasn't catching all the build errors with just 'set -e'. Add 'set -o pipefail' to catch the errors being piped into 'grep -v'. The complicated logic in premake5_pls_renderer.lua that was being executed as a bash "if" had an issue. Rewrite this logic in Lua. Diffs= fbfa3b545 Buildsystem fixes for build_rive.sh and PLS shaders (#7716) Co-authored-by: Chris Dalton <99840794+csmartdalton@users.noreply.github.com>
diff --git a/.rive_head b/.rive_head index e4ff0e3..ed516e7 100644 --- a/.rive_head +++ b/.rive_head
@@ -1 +1 @@ -405ca998b7729cb4f84448fe681e9c4a82243099 +fbfa3b545dbfbe5616ee725f0dbb59b2626c603c
diff --git a/build/build_rive.sh b/build/build_rive.sh index 9329927..48ad950 100755 --- a/build/build_rive.sh +++ b/build/build_rive.sh
@@ -54,6 +54,7 @@ # build_rive.sh rebuild out/debug gms goldens # args after OUT get forwarded to the buildsystem set -e +set -o pipefail # Detect where build_rive.sh is located on disk. # https://stackoverflow.com/questions/59895/how-do-i-get-the-directory-where-a-bash-script-is-located-from-within-the-script