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C# module compilation fail with deprecated=no
compile flag
#84426
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I would remove the platform tag, as this has nothing to do with Linux. The issue here is, that when compiling the engine with GodotSharp contains a public enum AnimationProcessCallback : long
{
[Obsolete("See 'Godot.AnimationMixer.AnimationCallbackModeProcess.Physics'.")]
Physics = 0,
[Obsolete("See 'Godot.AnimationMixer.AnimationCallbackModeProcess.Idle'.")]
Idle = 1,
[Obsolete("See 'Godot.AnimationMixer.AnimationCallbackModeProcess.Manual'.")]
Manual = 2
}
public enum AnimationMethodCallMode : long
{
[Obsolete("See 'Godot.AnimationMixer.AnimationCallbackModeMethod.Deferred'.")]
Deferred = 0,
[Obsolete("See 'Godot.AnimationMixer.AnimationCallbackModeMethod.Immediate'.")]
Immediate = 1
} As a result, GodotSharp cannot be built, when the editor has been built without deprecated functionality. |
deprecated=no
compile flag
Godot version
Master branch, 5ee9831
System information
Gentoo - Linux 6.1.57
Issue description
Following this instructions, https://docs.godotengine.org/en/stable/contributing/development/compiling/compiling_with_dotnet.html#example-linux-bsd with the exception that I was testing with deprecated=no
The compilation fails with these errors:
Steps to reproduce
Compile like this:
scons p=linuxbsd target=editor deprecated=no module_mono_enabled=yes
bin/godot.li nuxbsd.editor.dev.x86_64.llvm.mono --headless --generate-mono-glue modules/mono/glue
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=linuxbsd
Minimal reproduction project
N/A
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