Loading pkgs/development/tools/godot/4/default.nix +24 −1 Original line number Diff line number Diff line Loading @@ -44,11 +44,12 @@ in stdenv.mkDerivation rec { pname = "godot"; version = "4.1-stable"; commitHash = "970459615f6b2b4151742ec6d7ef8559f87fd5c5"; src = fetchFromGitHub { owner = "godotengine"; repo = "godot"; rev = version; rev = commitHash; hash = "sha256-v9qKrPYQz4c+xkSu/2ru7ZE5EzKVyXhmrxyHZQkng2U="; }; Loading Loading @@ -86,6 +87,28 @@ stdenv.mkDerivation rec { enableParallelBuilding = true; # Set the build name which is part of the version. In official downloads, this # is set to 'official'. When not specified explicitly, it is set to # 'custom_build'. Other platforms packaging Godot (Gentoo, Arch, Flatpack # etc.) usually set this to their name as well. # # See also 'methods.py' in the Godot repo and 'build' in # https://docs.godotengine.org/en/stable/classes/class_engine.html#class-engine-method-get-version-info BUILD_NAME = "nixpkgs"; # Required for the commit hash to be included in the version number. # # `methods.py` reads the commit hash from `.git/HEAD` and manually follows # refs. Since we just write the hash directly, there is no need to emulate any # other parts of the .git directory. # # See also 'hash' in # https://docs.godotengine.org/en/stable/classes/class_engine.html#class-engine-method-get-version-info preConfigure = '' mkdir -p .git echo ${commitHash} > .git/HEAD ''; sconsFlags = mkSconsFlagsFromAttrSet { # Options from 'SConstruct' production = true; # Set defaults to build Godot for use in production Loading Loading
pkgs/development/tools/godot/4/default.nix +24 −1 Original line number Diff line number Diff line Loading @@ -44,11 +44,12 @@ in stdenv.mkDerivation rec { pname = "godot"; version = "4.1-stable"; commitHash = "970459615f6b2b4151742ec6d7ef8559f87fd5c5"; src = fetchFromGitHub { owner = "godotengine"; repo = "godot"; rev = version; rev = commitHash; hash = "sha256-v9qKrPYQz4c+xkSu/2ru7ZE5EzKVyXhmrxyHZQkng2U="; }; Loading Loading @@ -86,6 +87,28 @@ stdenv.mkDerivation rec { enableParallelBuilding = true; # Set the build name which is part of the version. In official downloads, this # is set to 'official'. When not specified explicitly, it is set to # 'custom_build'. Other platforms packaging Godot (Gentoo, Arch, Flatpack # etc.) usually set this to their name as well. # # See also 'methods.py' in the Godot repo and 'build' in # https://docs.godotengine.org/en/stable/classes/class_engine.html#class-engine-method-get-version-info BUILD_NAME = "nixpkgs"; # Required for the commit hash to be included in the version number. # # `methods.py` reads the commit hash from `.git/HEAD` and manually follows # refs. Since we just write the hash directly, there is no need to emulate any # other parts of the .git directory. # # See also 'hash' in # https://docs.godotengine.org/en/stable/classes/class_engine.html#class-engine-method-get-version-info preConfigure = '' mkdir -p .git echo ${commitHash} > .git/HEAD ''; sconsFlags = mkSconsFlagsFromAttrSet { # Options from 'SConstruct' production = true; # Set defaults to build Godot for use in production Loading