Here are your errors:
1) compiling to Html5 from Kode:
compiles with no errors, gives a blank window when running (local offline/ server online tested)
2) compiling to MacOSX from Kode:
Using Kha (10614c5e) from /Volumes/HDD2/Luetze/armoryGIT/armsdk/Kha
Creating Kha project.
Exporting asset 1 of 1 (ammo.wasm.js).
Exporting asset 1 of 1 (ammo.wasm.wasm).
Exporting asset 1 of 10 (Scene.arm).
Exporting asset 2 of 10 (Arm_irradiance.arm).
Exporting asset 3 of 10 (mesh_Cube.002.arm).
Exporting asset 4 of 10 (mesh_Cube.003.arm).
Exporting asset 5 of 10 (mesh_Cube.004.arm).
Exporting asset 6 of 10 (mesh_Cube.arm).
Exporting asset 7 of 10 (mesh_Cylinder.arm).
Exporting asset 8 of 10 (mesh_Icosphere.arm).
Exporting asset 9 of 10 (mesh_Plane.001.arm).
Exporting asset 10 of 10 (mesh_Plane.arm).
Exporting asset 1 of 6 (World_Arm_data.arm).
Exporting asset 2 of 6 (backgroundFloor_data.arm).
Exporting asset 3 of 6 (coin_data.arm).
Exporting asset 4 of 6 (floor_data.arm).
Exporting asset 5 of 6 (shader_datas.arm).
Exporting asset 6 of 6 (sphereMat_data.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (smaa_area.png).
Exporting asset 1 of 1 (smaa_search.png).
Compiling shader 1 of 26 (World_Arm.frag.glsl).
Compiling shader 2 of 26 (World_Arm.vert.glsl).
Compiling shader 3 of 26 (backgroundFloor_mesh.frag.glsl).
Compiling shader 4 of 26 (backgroundFloor_mesh.vert.glsl).
Compiling shader 5 of 26 (backgroundFloor_shadowmap.frag.glsl).
Compiling shader 6 of 26 (backgroundFloor_shadowmap.vert.glsl).
Compiling shader 7 of 26 (blur_edge_pass.frag.glsl).
Compiling shader 8 of 26 (coin_mesh.frag.glsl).
Compiling shader 9 of 26 (coin_mesh.vert.glsl).
Compiling shader 10 of 26 (compositor_pass.frag.glsl).
Compiling shader 11 of 26 (compositor_pass.vert.glsl).
Compiling shader 12 of 26 (deferred_light.frag.glsl).
Compiling shader 13 of 26 (floor_mesh.frag.glsl).
Compiling shader 14 of 26 (floor_mesh.vert.glsl).
Compiling shader 15 of 26 (motion_blur_veloc_pass.frag.glsl).
Compiling shader 16 of 26 (pass.vert.glsl).
Compiling shader 17 of 26 (pass_copy.frag.glsl).
Compiling shader 18 of 26 (pass_viewray.vert.glsl).
Compiling shader 19 of 26 (smaa_blend_weight.frag.glsl).
Compiling shader 20 of 26 (smaa_blend_weight.vert.glsl).
Compiling shader 21 of 26 (smaa_edge_detect.frag.glsl).
Compiling shader 22 of 26 (smaa_edge_detect.vert.glsl).
Compiling shader 23 of 26 (smaa_neighborhood_blend.frag.glsl).
Compiling shader 24 of 26 (smaa_neighborhood_blend.vert.glsl).
Compiling shader 25 of 26 (sphereMat_mesh.frag.glsl).
Compiling shader 26 of 26 (ssao_pass.frag.glsl).
Compiling shader 1 of 8 (painter-colored.frag.glsl).
Compiling shader 2 of 8 (painter-colored.vert.glsl).
Compiling shader 3 of 8 (painter-image.frag.glsl).
Compiling shader 4 of 8 (painter-image.vert.glsl).
Compiling shader 5 of 8 (painter-text.frag.glsl).
Compiling shader 6 of 8 (painter-text.vert.glsl).
Compiling shader 7 of 8 (painter-video.frag.glsl).
Compiling shader 8 of 8 (painter-video.vert.glsl).
/Volumes/HDD2/Luetze/armoryGIT/armsdk/armory/Sources/armory/trait/physics/bullet/RigidBody.hx:180: characters 19-36 : bullet.GImpactMeshShape has no field registerAlgorithm
/Volumes/HDD2/Luetze/armoryGIT/armsdk/armory/Sources/armory/trait/physics/bullet/PhysicsWorld.hx:162: characters 33-43 : Too many arguments
/Volumes/HDD2/Luetze/armoryGIT/armsdk/armory/Sources/armory/trait/physics/bullet/RigidBody.hx:559: characters 15-21 : bullet.MotionState has no field delete
/Volumes/HDD2/Luetze/armoryGIT/armsdk/armory/Sources/armory/trait/physics/bullet/RigidBody.hx:560: characters 8-14 : bullet.RigidBody has no field delete
/Volumes/HDD2/Luetze/armoryGIT/armsdk/armory/Sources/armory/trait/physics/bullet/RigidBody.hx:596: characters 11-17 : bullet.CollisionShape has no field delete
/Volumes/HDD2/Luetze/armoryGIT/armsdk/armory/Sources/armory/trait/physics/bullet/RigidBody.hx:583: characters 21-27 : bullet.TriangleMesh has no field delete
/Volumes/HDD2/Luetze/armoryGIT/armsdk/armory/Sources/armory/trait/physics/bullet/RigidBody.hx:294: characters 10-16 : bullet.RigidBodyConstructionInfo has no field delete
/Volumes/HDD2/Luetze/armoryGIT/armsdk/armory/Sources/armory/trait/physics/bullet/PhysicsWorld.hx:300: characters 15-33 : bullet.ManifoldPoint has no field m_positionWorldOnA (Suggestions: get_m_positionWorldOnA, get_m_positionWorldOnB)
/Volumes/HDD2/Luetze/armoryGIT/armsdk/armory/Sources/armory/trait/physics/bullet/PhysicsWorld.hx:301: characters 15-33 : bullet.ManifoldPoint has no field m_positionWorldOnB (Suggestions: get_m_positionWorldOnB, get_m_positionWorldOnA)
/Volumes/HDD2/Luetze/armoryGIT/armsdk/armory/Sources/armory/trait/physics/bullet/PhysicsWorld.hx:302: characters 14-30 : bullet.ManifoldPoint has no field m_normalWorldOnB (Suggestion: get_m_normalWorldOnB)
/Volumes/HDD2/Luetze/armoryGIT/armsdk/armory/Sources/armory/trait/physics/bullet/PhysicsWorld.hx:336: characters 15-37 : bullet.ClosestRayResultCallback has no field m_collisionFilterGroup (Suggestions: set_m_collisionFilterGroup, get_m_collisionFilterGroup)
/Volumes/HDD2/Luetze/armoryGIT/armsdk/armory/Sources/armory/trait/physics/bullet/PhysicsWorld.hx:337: characters 15-36 : bullet.ClosestRayResultCallback has no field m_collisionFilterMask (Suggestions: set_m_collisionFilterMask, get_m_collisionFilterMask)
/Volumes/HDD2/Luetze/armoryGIT/armsdk/armory/Sources/armory/trait/physics/bullet/PhysicsWorld.hx:357: characters 26-41 : bullet.ClosestRayResultCallback has no field m_hitPointWorld (Suggestion: get_m_hitPointWorld)
/Volumes/HDD2/Luetze/armoryGIT/armsdk/armory/Sources/armory/trait/physics/bullet/PhysicsWorld.hx:359: characters 27-43 : bullet.ClosestRayResultCallback has no field m_hitNormalWorld (Suggestion: get_m_hitNormalWorld)
/Volumes/HDD2/Luetze/armoryGIT/armsdk/armory/Sources/armory/trait/physics/bullet/PhysicsWorld.hx:361: characters 31-48 : bullet.ClosestRayResultCallback has no field m_collisionObject (Suggestion: get_m_collisionObject)
/Volumes/HDD2/Luetze/armoryGIT/armsdk/armory/Sources/armory/trait/physics/bullet/PhysicsWorld.hx:369: characters 15-21 : bullet.ClosestRayResultCallback has no field delete
Haxe compiler error.
The terminal process terminated with exit code: 1
3) compiling to Android from Kode (native and non-native):
Creating Kha project.
Exporting asset 1 of 1 (ammo.wasm.js).
Exporting asset 1 of 1 (ammo.wasm.wasm).
Exporting asset 1 of 10 (Scene.arm).
Exporting asset 2 of 10 (Arm_irradiance.arm).
Exporting asset 3 of 10 (mesh_Cube.002.arm).
Exporting asset 4 of 10 (mesh_Cube.003.arm).
Exporting asset 5 of 10 (mesh_Cube.004.arm).
Exporting asset 6 of 10 (mesh_Cube.arm).
Exporting asset 7 of 10 (mesh_Cylinder.arm).
Exporting asset 8 of 10 (mesh_Icosphere.arm).
Exporting asset 9 of 10 (mesh_Plane.001.arm).
Exporting asset 10 of 10 (mesh_Plane.arm).
Exporting asset 1 of 6 (World_Arm_data.arm).
Exporting asset 2 of 6 (backgroundFloor_data.arm).
Exporting asset 3 of 6 (coin_data.arm).
Exporting asset 4 of 6 (floor_data.arm).
Exporting asset 5 of 6 (shader_datas.arm).
Exporting asset 6 of 6 (sphereMat_data.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (smaa_area.png).
Exporting asset 1 of 1 (smaa_search.png).
Compiling shader 1 of 26 (World_Arm.frag.glsl).
Compiling shader 2 of 26 (World_Arm.vert.glsl).
Compiling shader 3 of 26 (backgroundFloor_mesh.frag.glsl).
Error compiling to GLSL ES 100: Unsigned integers are not supported on legacy targets.
Error compiling to GLSL ES 100: Unsigned integers are not supported on legacy targets.
Compiling shader 3 of 26 (backgroundFloor_mesh.frag.glsl) failed:
Shader compiler error.
The terminal process terminated with exit code: 1
Terminal will be reused by tasks, press any key to close it.
4) Blender --> F5 —> fails with error:
Could not load krom.js, aborting.
5) Publishing from Blender to OSX Krom:
compiles with no errors, but can’t open the app after that.
6) Android Studio, after publishing from Blender to Android/c:
compiled, and APK runs on Android Tablet (???!??)**
(This is the only build that runs… This was the one I absolutely
expected to fail. Now someone explains that to me please…)
7) XCode, after publishing from Blender to Mac/c:
build fails at:
Undefined symbols for architecture x86_64:
"_is_debugger_attached", referenced from:
_hl_detect_debugger in error-ac74e4a7cf5424e339731af54487cc2cb57153815605f5122ee9b709e9519042.o
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
Bottomline:
So that’s with both KODE and armorySDK in Blender pointing to the same armorySDK
that I just pulled today recursive from git…
I’ll now try the 2020.10 official one but I will not report again if the errors are the same.
Only if they are different or if it works. If not, then not. Then I will once again use the old SDK.
Which spits errors are over the place, but compiles and runs/works. Like I said.
The old SDK did fail at MacOSX/C Xcode, but this is the only one
AFAIK that didn’t work. I could go F5 in blender, build and run OSX Krom, html5 and Android. That’s really good in contrast to this mess here. Here, basically nothing works,
despite Android, what is a mystery to me…