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OSX build errors (branch deps?) #72
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Build only with Godot 3.2. Godot 4 isn't anywhere close to stable or complete, and voxel tools doesn't support it yet. |
Thanks, @tinmanjuggernaut...I tried that and it didn't work: godot 3.2 and godot_voxel master. |
I bet you're using One dumb fix is to cast to |
My mistake. I misunderstood. Zylann must have introduced code that clang
has a problem with. He or you will have to make the casting explicit to
build. Or you can try my older osx binaries at tokisan.com.
|
@Zylann I'm not sure if I am using @tinmanjuggernaut I was building from source because I tried to run blocky_game/blocky_game.tscn and got Thanks for the quick feedback. |
@tinmanjuggernaut in case you do make a new build, it's going to be marked as the @paulicka I don't know^^" OSX uses |
Brew is a package manager, not a compiler.
You can edit the gdscript to comment out that line. Or use my demos, which work with my build. Seems like a lot of work to avoid a few lines of gdscript in a demo. |
Okey dokey...3 lines with some casts to int and it builds (and runs blocky game ;-) for me. @tinmanjuggernaut Do you want the binary? (I tried adding env.Append(CPPDEFINES = ['NEED_LONG_INT']) to platform/osx/SCsub but that didn't work, so I'm not sure if a) I'm defining the flag incorrectly, or b) NEED_LONG_INT doesn't solve the problem, and c) I couldn't figure out a way to debug that easily) @Zylann Should I add an addendum to Issue 170 (since it only mentions javascript), and/or keep this open until it's fixed in master? |
Probably. I still haven't got an answer from Godot devs about this... |
The README.md and 02_build-voxel-tools.md says to build godot_voxel module with same branch as godot.
However, godot master is now 4.0 I believe.
I built godot branch 3.2 and ran the executable on some sample projects without problems. All good.
I then moved godot_voxel into modules/, renaming to modules/voxel/, and tried to build and get errors:
I tried building from godot master, but that didn't work either.
Any thoughts?
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