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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.
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@ -28,7 +28,6 @@
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wayland,
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wayland,
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wayland-scanner,
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wayland-scanner,
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withDbus ? true,
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withDbus ? true,
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withDebug ? false,
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withFontconfig ? true,
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withFontconfig ? true,
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withPlatform ? "linuxbsd",
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withPlatform ? "linuxbsd",
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withPrecision ? "single",
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withPrecision ? "single",
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@ -67,6 +66,7 @@ stdenv.mkDerivation rec {
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"out"
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"out"
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"man"
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"man"
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];
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];
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separateDebugInfo = true;
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# Set the build name which is part of the version. In official downloads, this
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# Set the build name which is part of the version. In official downloads, this
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# is set to 'official'. When not specified explicitly, it is set to
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# is set to 'official'. When not specified explicitly, it is set to
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@ -97,7 +97,7 @@ stdenv.mkDerivation rec {
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production = true; # Set defaults to build Godot for use in production
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production = true; # Set defaults to build Godot for use in production
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platform = withPlatform;
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platform = withPlatform;
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target = withTarget;
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target = withTarget;
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debug_symbols = withDebug;
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debug_symbols = true;
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# Options from 'platform/linuxbsd/detect.py'
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# Options from 'platform/linuxbsd/detect.py'
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dbus = withDbus; # Use D-Bus to handle screensaver and portal desktop settings
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dbus = withDbus; # Use D-Bus to handle screensaver and portal desktop settings
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@ -159,8 +159,6 @@ stdenv.mkDerivation rec {
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++ lib.optionals withSpeechd [ speechd-minimal ]
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++ lib.optionals withSpeechd [ speechd-minimal ]
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++ lib.optionals withUdev [ udev ];
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++ lib.optionals withUdev [ udev ];
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dontStrip = withDebug;
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installPhase = ''
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installPhase = ''
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runHook preInstall
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runHook preInstall
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