Closed fire closed 1 year ago
It's ok to keep master to compatiable with godot master branch. It should be better to rename current master branch to 3.x for someone who need that and mention it in readme. @fire Can you help make a new branch for 3.x and update the readme in this pr ?
Since I'm not able to work on this immediately.
Here's the plan:
3.x
branch.The current errors don't make sense:
scons: *** [thirdparty/glslang/glslang/MachineIndependent/attribute.windows.editor.x86_64.o] Error 1
In file included from thirdparty/glslang/glslang/MachineIndependent/ParseHelper.h:53,
from thirdparty/glslang/glslang/MachineIndependent/attribute.cpp:41:
thirdparty/glslang/glslang/MachineIndependent/SymbolTable.h:648:18: error: 'uint32_t' does not name a type
648 | static const uint32_t LevelFlagBitOffset = 56;
| ```
Sounds related to this: https://github.com/godotengine/godot/pull/77949
I get the same error locally if I try to build it using MSYS2 MinGW. Not sure if downgrading GCC to < 13 would change anything, but I can't afford to mess with it locally because it took me ages to get it working properly.
You could also try with UCRT64 instead of mingw
It builds when I copy the module into git godot engine https://github.com/V-Sekai/godot/tree/vsk-javascript.
Note that only linux and windows platforms are set to build.
I have no idea how to fix this.
Siema i dzięki
@fire anynews / progress?
I am stuck compiling for Windows on MSVC. Suggestions welcome.
QuickJs is not really compatible with MSVC.
I made some changes to make it compile, but it crash.
I will investigate tomorrow, and post my changes if working.
@fire it compile and "run" => https://github.com/Geequlim/ECMAScript/pull/161
It's really durty, but it's a first step.
I will rebase, and use godot 4.1.1-sable.
@fire Can I delete https://github.com/Geequlim/ECMAScript/pull/161? I will have some time next week, I can try to make the CI pass for Windows.
What version for Godot this PR should work with?
I am targeting master because of graph node changes.
@jaune if you wish you can close it.
@fire
I am targeting master because of graph node changes.
CI uses the last commit on branch 4.0
and not master
because of GODOT_BASE_BRANCH: '4.0'
in workflows.
PR https://github.com/Geequlim/ECMAScript/pull/162 should fix the CI, I can not run the CI to make sure of it.
To review the changes on top of gd4.
This is blocked on the build process with mvsc.