godot_4: use separateDebugInfo

This way, people who need debug symbols don't have to rebuild to get
them, without them having to be included in the main outputs.
This commit is contained in:
Alyssa Ross 2024-10-09 21:03:27 +02:00
parent 26a699af7b
commit 2e1dd3a8c0

View File

@ -28,7 +28,6 @@
wayland,
wayland-scanner,
withDbus ? true,
withDebug ? false,
withFontconfig ? true,
withPlatform ? "linuxbsd",
withPrecision ? "single",
@ -67,6 +66,7 @@ stdenv.mkDerivation rec {
"out"
"man"
];
separateDebugInfo = 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
@ -97,7 +97,7 @@ stdenv.mkDerivation rec {
production = true; # Set defaults to build Godot for use in production
platform = withPlatform;
target = withTarget;
debug_symbols = withDebug;
debug_symbols = true;
# Options from 'platform/linuxbsd/detect.py'
dbus = withDbus; # Use D-Bus to handle screensaver and portal desktop settings
@ -159,8 +159,6 @@ stdenv.mkDerivation rec {
++ lib.optionals withSpeechd [ speechd-minimal ]
++ lib.optionals withUdev [ udev ];
dontStrip = withDebug;
installPhase = ''
runHook preInstall