Godot Version
4.6
Question
I'm having issues trying to build scons: scons platform=windows generate_bindings=yes target=template_debug -j8 GIVES scons: Reading SConscript files …
Building for architecture x86_64 on platform windows
scons: done reading SConscript files.
scons: Building targets …
←[0;94mGenerating ←[1;94mgen\include\godot_cpp\core\ext_wrappers.gen.inc←[0;94m …←[0m
Built-in type config: float_64
←[0;94mCompiling ←[1;94msrc\core\memory.cpp←[0;94m …←[0m
cl : Command line warning D9002 : ignoring unknown option ‘/std:c++17’
cl : Command line warning D9002 : ignoring unknown option ‘/utf-8’
cl : Command line warning D9002 : ignoring unknown option ‘/experimental:external’
cl : Command line warning D9002 : ignoring unknown option ‘/external:anglebrackets’
cl : Command line warning D9002 : ignoring unknown option ‘/external:W0’
include\godot_cpp/core/defs.hpp(116) : error C2143: syntax error : missing ‘;’ before ‘const’
include\godot_cpp/core/defs.hpp(116) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
include\godot_cpp/core/defs.hpp(116) : error C2146: syntax error : missing ‘;’ before identifier ‘SIGN’
include\godot_cpp/core/defs.hpp(116) : error C2146: syntax error : missing ‘,’ before identifier ‘m_v’
include\godot_cpp/core/defs.hpp(118) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
include\godot_cpp/core/defs.hpp(121) : error C2144: syntax error : ‘auto’ should be preceded by ‘;’
include\godot_cpp/core/defs.hpp(121) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
include\godot_cpp/core/defs.hpp(121) : error C2146: syntax error : missing ‘,’ before identifier ‘m_a’
include\godot_cpp/core/defs.hpp(123) : error C3551: expected a trailing return type
scons: *** [src\core\memory.windows.template_debug.x86_64.obj] Error 2
scons: building terminated because of errors.I haveMicrosoft (R) C/C++ Optimizing Compiler Version 19.44.35225 for x64, so I don’t know what’s causing the issue. I’m just trying to make a simple plugin that copies the Blend2 node’s functionality, but toggles with a bool instead of a blend between 2 inputs, and outputs the input when false & the new info using the bone filters from the Blend2 node - essentially acting as a mask node with 1 input - 1 output.