Building from source w/ mono and double, get error on blank scene load

Godot Version

Built from source, git checkout 4.4.1-stable

used downloaded 4.4.1 mono windows x64 to build glue
Godot_v4.4.1-stable_mono_win64.exe --headless --generate-mono-glue c:\godot\godot\modules\mono\glue

compiled the glue
python ./modules/mono/build_scripts/build_assemblies.py --precision=double --godot-platform=windows --godot-output-dir ./bin --push-nupkgs-local MyLocalNugetSource

setup my local nuget source
dotnet nuget add source MyLocalNugetSource --name MyLocalNugetSource

pulled down scons local to the godot dir and built with
.\scons\scons platform=windows precision=double target=editor module_mono_enabled=yes -j 16

Question

Would anyone know why I get the following error when loading a blank scene? Seems to be a marshaling error, can’t find the native function for Control.get_tooltip(). I do not get any build errors, not sure why it is happening.

ERROR: System.TypeInitializationException: The type initializer for 'Godot.Control' threw an exception.
 ---> Godot.GodotObject+NativeMethodBindNotFoundException: Unable to find the native method bind. (Method 'Control.get_tooltip')
   at Godot.GodotObject.ClassDB_get_method_with_compatibility(StringName type, StringName method, UInt64 hash) in C:\godot\godot\modules\mono\glue\GodotSharp\GodotSharp\Core\GodotObject.base.cs:line 313
   at Godot.Control..cctor() in C:\godot\godot\modules\mono\glue\GodotSharp\GodotSharp\Generated\GodotObjects\Control.cs:line 2387
   --- End of inner exception stack trace ---
   at Godot.Control.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret) in C:\godot\godot\modules\mono\glue\GodotSharp\GodotSharp\Generated\GodotObjects\Control.cs:line 2963
   at Godot.Container.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret) in C:\godot\godot\modules\mono\glue\GodotSharp\GodotSharp\Generated\GodotObjects\Container.cs:line 156
   at Godot.MarginContainer.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret) in C:\godot\godot\modules\mono\glue\GodotSharp\GodotSharp\Generated\GodotObjects\MarginContainer.cs:line 60
   at GodotTools.Build.MSBuildPanel.InvokeGodotClassMethod(godot_string_name& method, NativeVariantPtrArgs args, godot_variant& ret) in C:\godot\godot\modules\mono\editor\GodotTools\GodotTools\obj\Release\Godot.SourceGenerators\Godot.SourceGenerators.ScriptMethodsGenerator\GodotTools.Build.MSBuildPanel_ScriptMethods.generated.cs:line 210
   at Godot.Bridge.CSharpInstanceBridge.Call(IntPtr godotObjectGCHandle, godot_string_name* method, godot_variant** args, Int32 argCount, godot_variant_call_error* refCallError, godot_variant* ret) in C:\godot\godot\modules\mono\glue\GodotSharp\GodotSharp\Core\Bridge\CSharpInstanceBridge.cs:line 24
   at: void Godot.NativeInterop.ExceptionUtils.LogException(System.Exception) (C:/godot/godot/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/ExceptionUtils.cs:113)

I figured it out while waiting review.

Turns out you need to generate the glue from the same exe that you are trying to build.

You use this scons flag to make an interim build of the exe.

mono_glue=no