kestrelm/Creature_Godot

Issue with 3.1.2 android compiling

alperc84 opened this issue · 2 comments

Hi, new godot version arrived (3.1.2). creaturegodot3 still working with godot 3.1.2 windows target builds. But android target brings some errors. godot 3.1.1 android target still works ok, but 3.1.2.

[Initial build] Compiling ==> modules/creaturegodot/CreatureModule.cpp [Initial build] Compiling ==> modules/creaturegodot/MeshBone.cpp modules/creaturegodot/CreatureModule.cpp:1496:13: error: cannot use 'throw' with exceptions disabled throw "CreatureManager::PoseCreature() - Invalid animation name!"; ^ modules/creaturegodot/CreatureModule.cpp:1567:4: error: cannot use 'throw' with exceptions disabled throw "CreatureManager::PoseCreature() - Invali... ^ scons: building terminated because of errors.

I am not familliar to c++. I improvised totally and removed that conditions in CreatureModule.cpp which cause build errors:

if (animations.count(animation_name_in) <= 0) { std::cerr<<"CreatureManager::PoseCreature() - Animation not found: "<<animation_name_in<<std::endl; throw "CreatureManager::PoseCreature() - Invalid animation name!"; return; }

Now builds apk perfectly. But is that safe ?

OS: debian-10.2.0-amd64
Godot version: 3.1.2
Steps to reproduce error: scons -j4 platform=android tools=no target=release android_arch=armv7

Hello yes it should be fine. The throw is just an added feature to allow the caller to handle any that exception if required. It is strange 3.1.2 disabled exceptions but 3.1.1 did not. Will continue to monitor it but you can remove the throw if you want.

perfect thank you!