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It doesn't yet take advantage of custom build of Godot export templates, as I need to work out the best way to integrate them into the build process - but it builds successfully.
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* Switched the default make dependency to godot-headless, to avoid issues with build environments without X11
* Added USE_STANDARD_GODOT=1 env var to swap back to using regular godot from Arch repositories
(if done in headless environment, xorg-server-xvfb is still added as extra make dependency)
* Moved the cleanup of temporary export templates into an exit trap in a sub-shell; now it's guaranteed to run after the build
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* Added clang to make dependencies
* Replaced unzip with bsdtar to reduce the amount of build dependencies
* Godot requires X11 for builds, added conditional dependency on xvfb-run when running makepkg in headless environment
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one.
Due to Godot quirks (doesn't currently support system-wide export templates), the build script has to temporarily pull those into user-local directory.
I've tried my best to have those cleaned up after they're no longer needed, but let me know if they're not.
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Also added the ignore file to reduce the chance of accidentally committing the built package or source directory.
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Removed no-longer-used openssl as well as dependencies pulled by `base` package, added libusb directly (avoiding transitive dependencies).
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This should stop the patch from becoming inapplicable when new dependencies are added.
Also, removed the --locked flag as it was actually breaking the build (likely due to stale lockfile).
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