mohsenph69/Godot-MTerrain-plugin

Here are compiled libaries for MacOS and iOS

Opened this issue · 2 comments

Hello Mohsen,

thank you for making that plugin. I think your project becomes more accessible, if Mac-User can also use it. I have put the universal dylibs in the zip file below for everybody to use, which goes into <Your Godot Project>/addons/m_terrain/libs.

There where a few problems, before I was able to compile MTerrain. For some reason, the import in some of the python files were not working properly, e.g. windows.py, linux.py, ios.py, target.py. For instance:

from SCons.Variables import *

That import-statement didn't load "BoolVariable". So underneath that line, I added:

from SCons.Variables import BoolVariable

Stating the import explicitly solved the problem. That was also the case for "EnumVariable".

Here are the compiled files for Mac:

libMTerrain-for-MacOS-and-iOS.zip

I am still figuring out how to use it. When I load a heightmap into Godot, it shows up on the screen, but it seems to be detached from any node. That means, that I cannot move it around or do other changes.

I also need to press the "Create" button for the MTerrain-Node in the Inspector, every time I open the project. Otherwise the terrain wouldn't be shown in the editor.

I also got this from Godot-MTerrain-plugin/gdextension/godot-cpp/tools/targets.py

NameError: name 'EnumVariable' is not defined

Did the same import for that and got things working for the build. Interesting to note that the master branch of godot-cpp does the import the correct way and should not cause an issue. The git sub-module seems to be locked to 631cd5fe37d4e6df6e5eb66eb4435feca12708cc, which is older. Should probably upgrade to a newer version that at least has this issue resolved OR provide a little patch script to fix-up after fetching.