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author | Joscha <joscha@plugh.de> | 2023-02-10 15:39:58 +0100 |
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committer | Joscha <joscha@plugh.de> | 2023-07-19 22:15:11 +0200 |
commit | f37c9c60d2c831e1b1998bd3bd31fab7833ff7ad (patch) | |
tree | 8f58fcd3cefaeab55fb0be417d7fd4e1292358be | |
parent | 39ecbaa495b2b7f0591d53de71d1c1cc5c865b52 (diff) | |
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godot_4: provide better version information
-rw-r--r-- | pkgs/development/tools/godot/4/default.nix | 25 |
1 files changed, 24 insertions, 1 deletions
diff --git a/pkgs/development/tools/godot/4/default.nix b/pkgs/development/tools/godot/4/default.nix index 3269c7796bd..a39c8e9f501 100644 --- a/pkgs/development/tools/godot/4/default.nix +++ b/pkgs/development/tools/godot/4/default.nix @@ -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="; }; @@ -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 |