Cross compiling for Windows from MacOS broken?
I've been trying for the last week to create my own export templates for Windows, from MacOS, and I can't seem to figure out how to make it work. I have followed all of the instructions in the official documentation to the letter. I have updated Scons, updated Python, updated MinGW, installed yasm. I even tried downgrading MinGW to a previous version (that was a huge headache), that didn't help anything either.
I have also tried building several different versions of Godot: 3.1.1-stable is the one I want, but I've also tried 3.0-stable, 3.0.6-stable, 3.1-stable... I get slightly different errors from each, but none of them compile properly.
I've also tried building both 32 and 64 bit versions, neither of them work.
The error I've seen the most frequently is this one:
platform/windows/os_windows.cpp:3015:2: error: 'wcscpy_s' was not declared in this scope; did you mean 'wcscpy'? 3015 | wcscpy_s(from, p_path.length() + 1, p_path.c_str()); | ^~~~~~~~ | wcscpy scons: *** [platform/windows/os_windows.windows.opt.debug.64.o] Error 1 scons: building terminated because of errors.
But honestly I feel like the code isn't at fault: I probably have the wrong version of something in my build process, but I've tried many different versions and had no success, so I thought I would ask here.
Any advice would be appreciated! Has anyone here successfully built a Windows version of Godot from MacOS? If so, what versions of all the things were you using? Is there anything not in the documentation that I need to know?