I am setting up the Godot ECS for the first time, and it seems to not be working. When I run the code, I get the following:
PS C:\Users\hayan\LocalDocuments\GodotCustom\godot> git apply ../godex/patches/add_custom_iterator.patch --reject --ignore-space-change --ignore-whitespace
Checking patch SConstruct...
error: while searching for:
env.module_icons_paths.append(path + "/" + "icons")?
modules_enabled[name] = path?
?
sys.path.remove(path)?
sys.modules.pop("config")?
?
error: patch failed: SConstruct:646
Checking patch core/config/engine.h...
error: while searching for:
?
uint64_t get_frames_drawn();?
?
uint64_t get_physics_frames() const { return _physics_frames; }?
uint64_t get_process_frames() const { return _process_frames; }?
bool is_in_physics_frame() const { return _in_physics; }?
uint64_t get_frame_ticks() const { return _frame_ticks; }?
double get_process_step() const { return _process_step; }?
error: patch failed: core/config/engine.h:92
Checking patch main/main.cpp...
error: while searching for:
// process all our active interfaces?
XRServer::get_singleton()->_process();?
?
for (int iters = 0; iters < advance.physics_steps; ++iters) {?
if (Input::get_singleton()->is_using_input_buffering() && agile_input_event_flushing) {?
Input::get_singleton()->flush_buffered_events();?
error: patch failed: main/main.cpp:2639
error: while searching for:
if (Input::get_singleton()->is_using_input_buffering() && agile_input_event_flushing) {?
Input::get_singleton()->flush_buffered_events();?
}?
?
uint64_t process_begin = OS::get_singleton()->get_ticks_usec();?
?
error: patch failed: main/main.cpp:2681
error: while searching for:
ScriptServer::get_language(i)->frame();?
}?
?
AudioServer::get_singleton()->update();?
?
if (EngineDebugger::is_active()) {?
EngineDebugger::get_singleton()->iteration(frame_time, process_ticks, physics_process_ticks, physics_step);?
error: patch failed: main/main.cpp:2713
Checking patch main/main.h...
error: while searching for:
#endif?
static bool start();?
?
static bool iteration();?
static void force_redraw();?
?
error: patch failed: main/main.h:56
Applying patch SConstruct with 1 reject...
Rejected hunk #1.
Applying patch core/config/engine.h with 1 reject...
Rejected hunk #1.
Applying patch main/main.cpp with 3 rejects...
Rejected hunk #1.
Rejected hunk #2.
Rejected hunk #3.
Applying patch main/main.h with 1 reject...
Rejected hunk #1.
PS C:\Users\hayan\LocalDocuments\GodotCustom\godot> scons custom_modules="../godex"
scons: Reading SConscript files ...
Automatically detected platform: windows
Auto-detected 12 CPU cores available for build parallelism. Using 11 cores by default. You can override it with the -j argument.
Found MSVC version 14.3, arch x86_64
Building for platform "windows", architecture "x86_64", target "editor".
KeyError: 'float':
File "C:\Users\hayan\LocalDocuments\GodotCustom\godot\SConstruct", line 922:
SConscript("modules/SCsub")
File "C:\Python310\lib\site-packages\SCons\Script\SConscript.py", line 660:
return method(*args, **kw)
File "C:\Python310\lib\site-packages\SCons\Script\SConscript.py", line 597:
return _SConscript(self.fs, *files, **subst_kw)
File "C:\Python310\lib\site-packages\SCons\Script\SConscript.py", line 285:
exec(compile(scriptdata, scriptname, 'exec'), call_stack[-1].globals)
File "C:\Users\hayan\LocalDocuments\GodotCustom\godot\modules\SCsub", line 34:
SConscript(base_path + "/SCsub")
File "C:\Python310\lib\site-packages\SCons\Script\SConscript.py", line 660:
return method(*args, **kw)
File "C:\Python310\lib\site-packages\SCons\Script\SConscript.py", line 597:
return _SConscript(self.fs, *files, **subst_kw)
File "C:\Python310\lib\site-packages\SCons\Script\SConscript.py", line 285:
exec(compile(scriptdata, scriptname, 'exec'), call_stack[-1].globals)
File "C:\Users\hayan\LocalDocuments\GodotCustom\godex\SCsub", line 9:
if env_ecs["float"] == "64":
File "C:\Python310\lib\site-packages\SCons\Environment.py", line 387:
return self._dict[key]
PS C:\Users\hayan\LocalDocuments\GodotCustom\godot>
Hi there,
I am setting up the Godot ECS for the first time, and it seems to not be working. When I run the code, I get the following:
After trying to build Godot, I then get the following:
I am on Windows 11