Removed unused parts of Godot for export
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@@ -23,6 +23,10 @@ let
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# disable SIMD on some CPUs (e.g. Firefox on x86/x64 without SSE4.1) and then
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# reject the module with "v128 not enabled", so compile a matching template
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# without it and ship that instead.
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#
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# The template is also stripped down to what this 2D game needs: no 3D, 3D
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# physics, navigation, XR or any engine module it never touches. 2D physics is
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# kept because `scenes/units/unit.tscn` uses an `Area2D` for unit hover.
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webTemplates = stdenv.mkDerivation (finalAttrs: {
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pname = "godot-web-nosimd-template";
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inherit (godot_4_6) version;
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@@ -54,8 +58,25 @@ let
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# archive the template) rejects because it predates 1980.
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find . -exec touch -h {} +
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# Only the modules this game actually uses are compiled in; everything
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# else (3D and its importers, compressed/extra image formats, audio
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# codecs, ENet/WebRTC/UPnP, regex, SVG rasterisation, texture
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# compressors, ...) is left out. `modules_enabled_by_default=no` keeps a
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# future upstream module out of the build until it is enabled here.
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#
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# `force_png` (project.godot) makes the importer store lossless textures
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# as PNG, so the WebP module is not needed at runtime.
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scons platform=web target=template_release \
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wasm_simd=no threads=no dlink_enabled=no \
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disable_3d=yes disable_physics_3d=yes \
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disable_navigation_2d=yes disable_navigation_3d=yes disable_xr=yes \
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modules_enabled_by_default=no \
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module_freetype_enabled=yes \
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module_gdscript_enabled=yes \
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module_multiplayer_enabled=yes \
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module_noise_enabled=yes \
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module_text_server_adv_enabled=yes \
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module_websocket_enabled=yes \
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-j$NIX_BUILD_CORES
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runHook postBuild
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