Compile gdextension with symbols?

Does anyone know how to compile my gdextension to display the symbols? I can easily do it with the compiled godot, but my gdextension isn’t working. You can see the scons and codes here: https://github.com/expressobits/inventory-system The error occurs after I added editor tools to the gdextension, requiring a scons target=editor command. I receive the following error when I open my compiled Godot with gdextension:

`CrashHandlerException: Program crashed
Engine version: Godot Engine v4.5.1.stable.custom_build (f62fdbde15035c5576dad93e586201f4d41ef0cb)
Dumping the backtrace. Please include this when reporting the bug on: GitHub · Where software is built
[0] Object::is_extension_placeholder (D:\expressobits\godot\core\object\object.h:1004)
[1] MethodBindT<TextureRect,Ref const &>::ptrcall (D:\expressobits\godot\core\object\method_bind.h:355)
[2] gdextension_object_method_bind_ptrcall (D:\expressobits\godot\core\extension\gdextension_interface.cpp:1336)
[3] <couldn’t map PC to fn name>
[4] <couldn’t map PC to fn name>
[5] <couldn’t map PC to fn name>
[6] <couldn’t map PC to fn name>
[7] Object::_notification_forward (D:\expressobits\godot\core\object\object.cpp:935)
[8] Object::notification (D:\expressobits\godot\core\object\object.h:893)
[9] Node::_propagate_ready (D:\expressobits\godot\scene\main\node.cpp:318)
[10] Node::_propagate_ready (D:\expressobits\godot\scene\main\node.cpp:308)
[11] Node::_propagate_ready (D:\expressobits\godot\scene\main\node.cpp:308)
[12] Node::_propagate_ready (D:\expressobits\godot\scene\main\node.cpp:308)
[13] Node::_propagate_ready (D:\expressobits\godot\scene\main\node.cpp:308)
[14] Node::_propagate_ready (D:\expressobits\godot\scene\main\node.cpp:308)
[15] Node::_propagate_ready (D:\expressobits\godot\scene\main\node.cpp:308)
[16] Node::_propagate_ready (D:\expressobits\godot\scene\main\node.cpp:308)
[17] Node::_propagate_ready (D:\expressobits\godot\scene\main\node.cpp:308)
[18] Node::_propagate_ready (D:\expressobits\godot\scene\main\node.cpp:308)
[19] Node::_propagate_ready (D:\expressobits\godot\scene\main\node.cpp:308)
[20] Node::_propagate_ready (D:\expressobits\godot\scene\main\node.cpp:308)
[21] Node::_propagate_ready (D:\expressobits\godot\scene\main\node.cpp:308)
[22] Node::_propagate_ready (D:\expressobits\godot\scene\main\node.cpp:308)
[23] Node::_set_tree (D:\expressobits\godot\scene\main\node.cpp:3321)
[24] SceneTree::initialize (D:\expressobits\godot\scene\main\scene_tree.cpp:577)
[25] OS_Windows::run (D:\expressobits\godot\platform\windows\os_windows.cpp:2328)
[26] widechar_main (D:\expressobits\godot\platform\windows\godot_windows.cpp:96)
[27] _main (D:\expressobits\godot\platform\windows\godot_windows.cpp:122)
[28] main (D:\expressobits\godot\platform\windows\godot_windows.cpp:136)
[29] WinMain (D:\expressobits\godot\platform\windows\godot_windows.cpp:150)
[30] __scrt_common_main_seh (D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288)
[31] ShimMainCRTStartup (D:\expressobits\godot\platform\windows\cpu_feature_validation.c:74)
[32] <couldn’t map PC to fn name>
– END OF C++ BACKTRACE –`

What are the full commands that you used to build Godot and the GDExtension?

GDextension
scons target=editor verbose=yes debug_symbols=true dev_mode=yes symbols_visibility=visible
Godot 4.5
scons dev_build=yes

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At a quick glance, it looks like dev_mode=yes in GDExtension should be dev_build=yes. For consistency, I’d change debug_symbols=trueto debug_symbols=yes, though this part would be a stylistic choice.

20251223

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