g++/gcc version: 12.1.0
scons version: 4.3.0
Following the instructions on the README, I've cloned both the godot and godex repositores and applied the patch.
When using scons I get an error that it's not able to find initialize_godex_module and so forth:
> scons -j$(nproc) platform=linuxbsd target=release_debug custom_modules="../godex"
scons: Reading SConscript files ...
Warning: Speech Dispatcher development libraries not found. Disabling Text-to-Speech support.
This file `./systems/system_structs.gen.h` is already generated.
This file `./systems/system_exe_funcs.gen.h` is already generated.
This file `./systems/system_dispatcher_exe_funcs.gen.h` is already generated.
This file `./systems/temporary_system_exe_funcs.gen.h` is already generated.
Checking for C header file mntent.h... (cached) yes
scons: done reading SConscript files.
scons: Building targets ...
[Initial build] run(["core/object/gdvirtual.gen.inc"], ["core/object/make_virtuals.py"])
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/skeleton.glsl.gen.h"
Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/particles.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/particles_copy.glsl.gen.h"
[Initial build] Compiling platform/linuxbsd/joypad_linux.cpp ...
[Initial build] Compiling platform/linuxbsd/freedesktop_screensaver.cpp ...
[Initial build] Compiling platform/linuxbsd/detect_prime_x11.cpp ...
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/blit.glsl.gen.h"
[Initial build] Compiling platform/linuxbsd/os_linuxbsd.cpp ...
[Initial build] Compiling platform/linuxbsd/crash_handler_linuxbsd.cpp ...
Compiling platform/linuxbsd/godot_linuxbsd.cpp ...
[Initial build] Compiling platform/linuxbsd/gl_manager_x11.cpp ...
[Initial build] Building GLES3 GLSL header: "drivers/gles3/shaders/canvas.glsl.gen.h"
[Initial build] Building GLES3 GLSL header: "drivers/gles3/shaders/cubemap_filter.glsl.gen.h"
[Initial build] Building GLES3 GLSL header: "drivers/gles3/shaders/scene.glsl.gen.h"
[Initial build] Building GLES3 GLSL header: "drivers/gles3/shaders/copy.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/canvas.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/canvas_sdf.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/volumetric_fog.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/cube_to_dp.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/cubemap_filter.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/fsr_upscale.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/luminance_reduce.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/resolve.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/roughness_limiter.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/specular_merge.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/ssao.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/ssao_blur.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/ssao_interleave.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/cluster_debug.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/cluster_render.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/cluster_store.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/gi.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/voxel_gi.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl.gen.h"
[Initial build] Building RD_GLSL header: "servers/rendering/renderer_rd/shaders/sky.glsl.gen.h"
[Initial build] Compiling platform/linuxbsd/display_server_x11.cpp ...
platform/linuxbsd/display_server_x11.cpp:1185:2: warning: #warning Need to get from proper window [-Wcpp]
1185 | #warning Need to get from proper window
| ^~~~~~~
[Initial build] Compiling platform/linuxbsd/key_mapping_x11.cpp ...
[Initial build] Compiling platform/linuxbsd/vulkan_context_x11.cpp ...
[Initial build] Compiling platform/linuxbsd/libudev-so_wrap.c ...
[Initial build] Generating enabled modules header.
[Initial build] Compiling main/main.cpp ...
[Initial build] Compiling main/main_timer_sync.cpp ...
[Initial build] Compiling main/performance.cpp ...
[Initial build] Compiling modules/register_module_types.gen.cpp ...
modules/register_module_types.gen.cpp: In function 'void initialize_modules(ModuleInitializationLevel)':
modules/register_module_types.gen.cpp:198:9: error: 'initialize_godex_module' was not declared in this scope; did you mean 'initialize_regex_module'?
198 | initialize_godex_module(p_level);
| ^~~~~~~~~~~~~~~~~~~~~~~
| initialize_regex_module
modules/register_module_types.gen.cpp:201:9: error: 'initialize_bullet_physics_module' was not declared in this scope; did you mean 'initialize_freetype_module'?
201 | initialize_bullet_physics_module(p_level);
| ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| initialize_freetype_module
modules/register_module_types.gen.cpp:204:9: error: 'initialize_godot_module' was not declared in this scope; did you mean 'initialize_mono_module'?
204 | initialize_godot_module(p_level);
| ^~~~~~~~~~~~~~~~~~~~~~~
| initialize_mono_module
modules/register_module_types.gen.cpp: In function 'void uninitialize_modules(ModuleInitializationLevel)':
modules/register_module_types.gen.cpp:349:9: error: 'uninitialize_godex_module' was not declared in this scope; did you mean 'uninitialize_regex_module'?
349 | uninitialize_godex_module(p_level);
| ^~~~~~~~~~~~~~~~~~~~~~~~~
| uninitialize_regex_module
modules/register_module_types.gen.cpp:352:9: error: 'uninitialize_bullet_physics_module' was not declared in this scope; did you mean 'uninitialize_freetype_module'?
352 | uninitialize_bullet_physics_module(p_level);
| ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| uninitialize_freetype_module
modules/register_module_types.gen.cpp:355:9: error: 'uninitialize_godot_module' was not declared in this scope; did you mean 'uninitialize_mono_module'?
355 | uninitialize_godot_module(p_level);
| ^~~~~~~~~~~~~~~~~~~~~~~~~
| uninitialize_mono_module
[Initial build] scons: *** [modules/register_module_types.gen.linuxbsd.opt.tools.64.o] Error 1
According to issue #284 it's only compatible with a certain commit, but that gives me different errors. I'm not sure if I'm missing a step or using the wrong commit.
g++/gcc version: 12.1.0
scons version: 4.3.0
Following the instructions on the README, I've cloned both the godot and godex repositores and applied the patch.
When using scons I get an error that it's not able to find
initialize_godex_moduleand so forth:According to issue #284 it's only compatible with a certain commit, but that gives me different errors. I'm not sure if I'm missing a step or using the wrong commit.