The project is undergoing significant changes in the upgrade to Godot 4. Therefore, the documentation about building from source is out of date. This documentation will be updated before the next release.
This plugin follows the same format as the {{ '[GDNative C++ Example]({}/tutorials/plugins/gdnative/gdnative-cpp-example.html)'.format(godot_docs) }}. So if you can compile that example then you are 90% of the way there. The main difference is using CMake to compile libuv.
The {{ '[build.sh]({}/addons/godot_xterm/native/build.sh)'.format(repo) }} script accepts args `--target` which can be set to `debug` (default) or `release` and `--disable-pty` to compile only the dependencies of {{Terminal}} node and not {{PTY}} node (even on platforms that support it).
If you are having trouble compiling, study the {{ '[build.sh]({}/addons/godot_xterm/native/build.sh)'.format(repo) }} script and the GitHub actions workflow in {{ [main.yml]({}/.github/workflows/main.yml)'.format(repo) }} to see what commands are being run and how dependencies are installed. You can also dig into the {{ '[SConstruct]({}/addons/godot_xterm/native/SConstruct)'.format(repo) }} file, and don't forget to refer back to the {{ '[GDNative C++ Example]({}/tutorials/plugins/gdnative/gdnative-cpp-example.html)'.format(godot_docs) }}.
Although the SConstruct file contains some logic for cross-compiling, it has never been tested. If you want compile for other platforms consider forking this repo and then pushing your changes to GitHub. The workflow defined in {{ '[main.yml]({}/.github/workflows/main.yml)'.format(repo) }} will run and build the library for all supported platforms (Linux, macOS, Windows, and HTML5).
Additionally, If you have `docker` and `docker-compose` installed, the {{ '[build.sh]({}/addons/godot_xterm/native/build.sh)'.format(repo) }} script will also try to build the HTML5 binary inside a docker container and copy them to `addons/godot_xterm/native/bin`.