Compiling Godot on MacOS
The documentation for compiling Godot is well written. The new tools are a little overwhelming at first but just follow the steps was good enough.
Building master branch
Fetching the latest master version then compiling I failed to compile the 3.2 version.
git checkout master scons platform=osx arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
gives some warnings and error.
YASM is necessary for WebM SIMD optimizations. WebM SIMD optimizations are disabled. Check if your CPU architecture, CPU bits or platform are supported!
main/default_controller_mappings.gen.cpp:3:10: fatal error: 'main/default_controller_mappings.h' file not found #include "main/default_controller_mappings.h" ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1 error generated. scons: *** [main/default_controller_mappings.gen.osx.tools.x86_64.o] Error 1
platform/osx/display_server_osx.mm:3723:2: warning: Forcing vulkan rendering driver because OpenGL not implemented yet [-W#warnings] #warning Forcing vulkan rendering driver because OpenGL not implemented yet ^ 1 warning generated.
Building 3.2 (latest stable)
When switching branch make sure to clean. I'm not sure whether that is necessary but let's be on the save side.
git checkout 3.2 scons --clean scons platform=osx arch=x86_64 --jobs=$(sysctl -n hw.logicalcpu)
The number of jobs finally makes my system sweet for about 10 minutes as it uses all 4 cores :-)
YASM is necessary for WebM SIMD optimizations.
The YASM warning is still there so how do we fix that?
So I did not do
brew install scons yasm and installed scons
I did a long time ago
brew install python@2 which errors with an error on hashlib
So removed that to get to MacOS default python version 2.7.16 which ran OK