this new version removes support of src.rock but now supports rockspecs embedded in a repo. The goal is to be able to support neovim plugins that provide a rockspec, even when they are not registered on luarocks.
As it is currently it's almost impossible to accomplish something like:
```nix
...
(qt5.callPackage (
{ qtModule, qtbase, qtdeclarative }:
qtModule {
pname = "qt3d";
qtInputs = [ qtbase qtdeclarative ];
outputs = [ "out" "dev" "bin" ];
}
) { })
...
```
because all the required variables such as qtModule are internal-only.
By exposing these it's easier for external projects not to be bound
exactly by the module definitions explicitly listed in nixpkgs.
The qmake-based build didn't seem to work any more, but there's a
Kbuild-based build system available anyway, so let's just switch to
that and save a dependency.
Also clarify license.
When this was added in 2128224620 ("linuxPackages.vhba: disable PIC hardening"),
it was necessary to prevent a build failure. Since it now builds fine
with PIC enabled, I think it's safe to enable it.
Dash `echo` interprets backslash escapes. This causes two consecutive backslashes in JSON to turn into a single one before the string is passed to jq, resulting in a parsing error.
Xonotic supports (opt-in) tracking of user statistics. For staistics to
be trackable each player needs a unique identifier that is based on some
cryptographic identity. For that to work we need to build the "blind"
library and provide it do xonotic during runtime.
The official xonotic releases ship with the public key of some sort of
central trust authority and thus we must retain that file within our
data package as well.
Before this commit the crypto_* commands in the ingame console weren't
available. With this commit you should be able to execute "crypto_keys"
commands as show below.
$ crypto_keys
0: public key key_0.d0pk (fingerprint: Xon//KssdlzGkFKdnnN4sgg8H+koTbBn5JTi37BAW1Q=)
private ID key_0.d0si (public key fingerprint: 9piqrk8ajAPRc3BnSbkac5GA+yL3dOwh53BhyrfmVlI=)
Once the above command works you have to configure your player profile
to allow tracking (if you want) via the Multiplayer -> Profile dialog.
In the top right-hand corner there will be checkboxes to control the
level of tracking that you are opting in to.