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Compiling with Javascript tools=yes fails (no exceptions support for Clipper and Assimp build) #25262
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That project had to make some modifications to get the editor to build for WebAssembly. Unfortunately, they never shared those modifications to my knowledge, so we would have to start from scratch. |
The Clipper library which is used in sprite editor plugin uses exceptions which are not supported on several platforms (Android, iOS, HTML5). It can be made to resolve these exceptions by using Godot's way to handle them:
to:
These fixes were made in #23559, for instance, but that's for newer Clipper version. |
@Xrayez Thank you, compiling works now but the screen is black when running godot.html. |
Ok, it fully works! The only problem: It's showing the project list. I've used an empty .zip file as the game pack. |
@LinuxUserGD nice! I could bring in your fixes to master branch via pull request, or you could make a pull request yourself for that if you managed to compile it. Apart from fixing compilation issue I have no clue how web file system works. EDIT: I don't see the point of fixing this issue for now if the new Clipper implementation has a chance to be merged at some point, including fixes to exception-safety. |
@Xrayez I just deleted all ifs that contain the clipperException so it's better if you make the pull request. |
OS: Windows 10 WSL While trying to resolve this issue and in order to test #29003 I got this error:
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Ok, I've had an outdated 1.38.4 Emscripten SDK, updated to 1.38.31 now, but I get these errors now:
@fire seems like your |
@Xrayez throw and try errors are expected. I just deleted those when compiling with tools=yes |
@LinuxUserGD yeah, I could do the same but the aim is to fix this for all users. I fixed it for your original issue, but more thirdparty libraries were added since the issue was created. |
Those were disable to keep size small, and on Android avoid the dependency on the STL, but for tools build (editor) this is not really a concern. Note: as of today it's not possible to build tools=yes for those platforms, but this change is one of the necessary steps to enable it. Fixes godotengine#25262.
Those were disable to keep size small, and on Android avoid the dependency on the STL, but for tools build (editor) this is not really a concern. Note: as of today it's not possible to build tools=yes for those platforms, but this change is one of the necessary steps to enable it. Fixes godotengine#25262.
Those were disable to keep size small, and on Android avoid the dependency on the STL, but for tools build (editor) this is not really a concern. Note: as of today it's not possible to build tools=yes for those platforms, but this change is one of the necessary steps to enable it. Fixes godotengine#25262. (cherry picked from commit 4b20959)
compiling works with : scons platform=javascript tools=no target=release |
@Aunter1992 Did you start a local Web server? This is most likely required to bypass browser security restrictions. See the top of this page. |
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@Aunter1992 When you compile using |
i see, |
Godot version:
master (2c9536b)
OS/device including version:
Arch Linux
Issue description:
The javascript export (html5) fails with tools=yes.
I think it should work because there was the website http://godot.online.
Steps to reproduce:
scons p=javascript tools=yes target=release_debug bits=64 -j 8
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