Godot version
4.0
System information
Windows 10, NVidiaRTX 2070
Issue description
When trying to compile using MinGW with GCC 13.1 compilation fails throwing a bunch of errors like this one:
G:/MABS/build/glslang-git/glslang/MachineIndependent/SymbolTable.h:71:1: note: 'uint32_t' is defined in header '<cstdint>'; did you forget to '#include <cstdint>'?
G:/MABS/build/glslang-git/glslang/MachineIndependent/SymbolTable.h:662:22: error: 'uint64_t' does not name a type
662 | static constexpr uint64_t uniqueIdMask = (1LL << LevelFlagBitOffset) - 1;
It looks like the problem comes from third parties: vhacd, openxr and glslang
I've solved the issue by adding:
#include <stdint.h>
to
\thirdparty\vhacd\inc\vhacdManifoldMesh.h
\thirdparty\openxr\src\common\platform_utils.hpp
\thirdparty\glslang\glslang\Include\Common.h
I'm not sure how to proceed after finding the fix...
Steps to reproduce
Try compiling the editor from Master or version 4.0 using MinGW with GCC 13.1
Minimal reproduction project
N/A
Godot version
4.0
System information
Windows 10, NVidiaRTX 2070
Issue description
When trying to compile using MinGW with GCC 13.1 compilation fails throwing a bunch of errors like this one:
It looks like the problem comes from third parties: vhacd, openxr and glslang
I've solved the issue by adding:
#include <stdint.h>
to
\thirdparty\vhacd\inc\vhacdManifoldMesh.h
\thirdparty\openxr\src\common\platform_utils.hpp
\thirdparty\glslang\glslang\Include\Common.h
I'm not sure how to proceed after finding the fix...
Steps to reproduce
Try compiling the editor from Master or version 4.0 using MinGW with GCC 13.1
Minimal reproduction project
N/A