| Commit message (Collapse) | Author | Age | Files | Lines |
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I refactored the two tools a while ago but eventually rendered
taalo-realize useless, because it doesn't copy the derivation to realize
to the remote host.
This is done now, plus the taalo-build command now makes sure that we
instantiate on the local machine, thus speeding up builds a lot (except
maybe if the local host is under very high load).
In addition I added an indirect gcroot inside a temporary directory, so
that we don't get into a race condition when garbage collecting between
instantiate and realize.
Instead of nix-copy-closure, I now use "nix copy", which properly
supports the ssh-ng store backend. However I didn't use "nix build" and
friends, because these commands still lack a few features.
Signed-off-by: aszlig <aszlig@nix.build>
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I have not yet tested this in production but will do shortly.
Nevertheless, kernel 4.19 should bring a few improvements regarding
hardware support to the table and kernel 4.14 doesn't build anymore with
our BFQ patch, so let's move on :-)
In case the kernel doesn't work, we can still patch it up accordingly.
Signed-off-by: aszlig <aszlig@nix.build>
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This reverts commit 292099429d0bab51f0cb634c6bc5c9745c4c1383.
Well, looks like iwd ist still not ready for primetime with my
university's eduroam implementation.
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It's time...
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This reverts commit 7415729ff62b9ad5ce5a166c227d5c882094fe6b.
Nope, can't do without VBox right now. Damn work.
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Let's try again with geoip2. This time I built and tested it locally
before applying it to vuizvui. All seems well, for now...
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Now, it's not yet clear if iwd will work with my uni's eduroam service
at all. Either way though, this is in preparation for the switch and
test once I'm near an eduroam access point.
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For now...
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Hopefully this is the last package that needs to be disabled for a
successful machine build.
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The urge to have a new build is stronger than all the beautiful colors.
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Since kernel 4.20, the option no longer exists and it's enabled
unconditionally.
So in order to stay backwards-compatible with older kernels, let's only
enable that option if it actually exists (thus the "?").
Signed-off-by: aszlig <aszlig@nix.build>
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Since quite a while, NixOS re-uses the passphrases from earlier devices,
so there is no need anymore for such a device in order to unlock
multiple containers with the same passphrase.
Signed-off-by: aszlig <aszlig@nix.build>
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The "luksClose" subcommand for cryptsetup has been deprecated for a
while, so let's move over to "close".
Signed-off-by: aszlig <aszlig@nix.build>
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Since I got a new SSD for the machine (thanks @cvdnext), I also had the
opportunity to re-create my LUKS containers to LUKS2 with Argon2 key
derivation alongside creating bcache backing devices.
The change in order to support bcache is just a matter of adding
"bcache" to availableKernelModules and we're done.
However, as the storage configuration is not a very common one, I
decided to add a test specific to that to make sure future NixOS updates
won't prevent the machine from booting.
Signed-off-by: aszlig <aszlig@nix.build>
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Remove unused packages and commented out stuff.
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Since alot version 0.8, Python 2.x is no longer supported and
subsequently trying to use it from pythonPackages will result in an
evaluation error.
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @Profpatsch
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The internal SSD of the machine just died, so I reconstructed the Nix
store on the spinning rust from the machine configuration and we're now
left without the SSD.
Maybe it makes sense to still use the SSD with bcache, depending on how
failure-resilient it is, but for now, let's just remove it so we at
least have a working system.
Signed-off-by: aszlig <aszlig@nix.build>
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This is a really cool zen-type writer.
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Remove more packages that are not necessary currently.
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These packages are unnecessary currently.
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This update contains mostly Steam-related changes, which are not
relevant to the GOG version.
However here are the changes that affect us:
* The plaza of the Last Minute Heroes HQ can be entered and it
includes the first few statues! The interior is still closed off,
but it will open up with the next update.
* There are a few more NPCs in CrossWorlds including a new cameo guest
role somewhere in Bergen village.
* The new stat "Time played with Assist Mode" was added to the
Statistics menu.
The full upstream blog post can be found at:
http://www.radicalfishgames.com/?p=6520
With this update a bunch of different Greenworks[1] versions are now in
a new "modules" subdirectory, which I removed because they contain
native code for interfacing with Steamworks. This doesn't apply to us,
so let's actually make sure that this code never runs by removing the
modules directory entirely.
[1]: https://github.com/greenheartgames/greenworks
Signed-off-by: aszlig <aszlig@nix.build>
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With other games we already use dashed delimiters, so it's more
consistent to also use them for "The Bridge".
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @layus
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This adds the games Epistory and The Bridge to our games collection,
packaged by @layous (thanks a lot).
I don't own these games, so I can't really test them, but from looking
at the code they look fine to me and even if they'd break it would still
only affect the games in question and not other games.
Merges: https://github.com/openlab-aux/vuizvui/pull/19
Merges: https://github.com/openlab-aux/vuizvui/pull/20
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Sinc the Tesseract update to version 4.0.0[1], the OCR result is much
better than what we had before.
The string we want to match is the following:
Please enter the passphrase to unlock the OpenPGP secret key
In the previous Tesseract alpha version (4.00.00alpha-git-20170410), the
word "passphrase" was detected with an upper-case "P", which now is no
longer the case.
Nevertheless, I've changed it to matching both "Passphrase" and
"passphrase", just to be sure.
[1]: https://github.com/NixOS/nixpkgs/commit/d4b9752212f77b122b9166dc52f
Signed-off-by: aszlig <aszlig@nix.build>
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The patch got posted to the LKML a while ago and a better[1] patch[2]
eventually got into stable, so we can safely drop the patch on our end.
[1]: https://lore.kernel.org/patchwork/patch/959862/#1191565
[2]: https://patchwork.kernel.org/patch/10668441/
Signed-off-by: aszlig <aszlig@nix.build>
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Neat.
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Upstream changes:
* Optimised network performance.
* Added more ways for the host to unpause the server (by pressing ESC,
B, Back).
* Added alternative way to show the chat box (press right stick button
on a controller).
* Added internal changes for modders (should have no effect on vanilla
gameplay).
Upstream bug fixes:
* Fixed slimes not pouncing correctly.
* Fixed items-crafted stat being 0 after loading a file until you
craft something again.
* Fixed rabbit's foot not affecting the breakup scene in non-English
language modes.
* Fixed some rare tool-related crashes in multiplayer.
* Fixed an audio-related crash often caused when using bombs.
* Fixed Junimos dropping crops on the floor instead of collecting
them.
* Fixed NPCs walking through the saloon doors.
* Fixed a few rare-ish crashes that can occur when connecting to
another player's game.
* Fixed eye color being reset to brown after reloading.
* Fixed inability to use rod / slingshot in festival minigames.
* Fixed the title menu back button being hidden behind submenus.
* Fixed inability to move after receiving a gift at the Feast of the
Winter Star.
* Fixed crash when saving after the game adds Lewis's shorts to
Marnie's house.
* Fixed crash viewing the map when another player is in certain
events.
* Fixed "double sound" when using singing stone.
* Fixed a Geneva Convention violation (by replacing red crosses in
graphics).
* Fixed clicks on the chatbox not being registered when the game is
paused.
* Fixed players sometimes walking off in a straight line through all
terrain when they get disconnected.
* Fixed babies sometimes spawning in houses that don't belong to the
parents.
* Fixed the potential for overnight events to cancel or skip a wedding
event.
* Fixed a desync that could occur if a player tried to get into the
casino after a different player has removed the bouncer.
* Fixed players able to simultaneously build overlapping farm
buildings.
* Fixed only one player being able to get the dark talisman.
* Fixed the inability to place donated items on the bottom two rows of
the museum.
* Fixed farmhands being unable to pick up items they dropped in
festivals.
* Fixed Pam's upgraded house interior event not happening.
* Fixed visual glitches caused by triggering a shared event
simultaneously with the return scepter.
* Fixed softlock caused by mistaken ability to use daggers during
events.
* Fixed players all receiving the same personal overnight events on
the same day (e.g. spouse asking if you want a baby).
* Fixed attempting to demolish cabins of abnormally disconnected
farmhands causing the cabin to be destroyed after you leave the
buildings menu.
* Fixed farmers getting stuck in the fishing casting animation after
picking up someone else's rod.
* Fixed host sometimes appearing stuck using tool in shared events.
* Fixed softlock when you play the Journey of the Prairie King past
2am.
* Fixed glitched chest lid appearing when you destroy a cabin.
* Fixed duplicate songs in the jukebox.
* Fixed only one player's glow ring working at a time.
* Fixed farmhands not being able to see each others' bundle changes.
* Fixed bug causing some players to become married to two other
players in 3-4 player farms.
* Fixed player sometimes getting stuck in bed after another player got
in and then back got out.
The official blog post announcing this release can be found at:
https://stardewvalley.net/1-3-32-small-bug-fix-patch-released-on-pc-today/
Versions between 1.3.28 and 1.3.32 were all beta versions, the details
about those can be found in section "Beta Versions (1.3.29-1.3.32)":
https://stardewvalleywiki.com/Version_History#1.3.32
Signed-off-by: aszlig <aszlig@nix.build>
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The test got removed in NixOS/nixpkgs@552c2236254271f12342d3ad7a0f7c0bb
with the following comment:
The package/service is broken. Upstream is dead
Signed-off-by: aszlig <aszlig@nix.build>
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It's not needed at the moment, and it's also marked as broken.
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Upstream changes since version 1.6.100:
* UI: Lobby chat messages don't reset the auto countdown timer for
Guest Edition matches
* NET: Increased connection and idle timeouts to prevent
disconnections in some high latency cases
Full upstream changelog:
https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt
Signed-off-by: aszlig <aszlig@nix.build>
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This includes upstream release version 1.6.97 and 1.6.100, the latter
being mainly a bugfix release.
Version 1.6.100 contains the following changes:
* UI: Fixed display of waiting-for-more-players time for Guest Edition
* UI: Fixed soft lockup that could occur when randomizing player bot
selections
* UI: Fixed edge case that could cause the match to not fade in (black
screen)
* UI: Italian localization updates
The major update however is version 1.6.97, which contains the following
changes:
New features:
* New powerup: Ability Boost
* UI: You can choose an emote to display on the scoreboard after you
die
* UI: You can now edit the match settings without leaving the lobby!
* UI: Dualshock 4 lights reflect in-game player colors (except via
Bluetooth on Mac)
* NET: Online matches will auto start from the lobby after 30s of
inactivity
* NET: All matches will auto return to the lobby after 30s of
post-match inactivity
Updated features:
* Land Grab: Markers appear a little bit faster when you've reached a
tile
* The Conundrum: Some map layout adjustments
* NET: Better selection of open UDP ports
* NET: Remote players option is now 3 choices: None (local only),
IP/LAN, or Online
* UI: Unified inputs for all pause- and context-menu interactions
(Start/ESC to toggle, Fire to interact)
* UI: Better render texture selection for screen recording depending
on platform
* UI: Loading indicator in lobby shows when match is preparing to
start
* UI: Most menus and options now wrap vertically and horizontally when
navigating
* UI: Map selectors show an indicator for how many maps there are &
which you are on
* UI: Updated Cerebrus planet look
* UI: Unified lobby actions menu and start match behavior / inputs
* UI: Hero profile demos updated; some have a second player to show
ability interactions
* GAME: Improved handling to protect against saved data corruption
* SFX: Increased buffer for simultaneous replay audio cues (less
dropped replay SFX)
Fixes:
* EPI: Ghost cluster bombs have much shorter stun time to prevent stun
lock
* EPI: Fixed situations on ghost death (real Epi dying, position
swapping, etc) (regression bug)
* RONIN: Slash will correctly hit multiple players and projectiles in
its path (but powering up is capped)
* SELENE: Fixed Selene leaving soot footprints even if jumping over
Cronus' bomb impact tiles
* GAME: Fixed potential for minecarts to bump objects on opposite side
of a shot hitting them (for real)
* GAME: Fixed empty powerup crate falling once on clients if all
powerups are disabled (for real)
* UI: Some localization fixes for button labels
* UI: Fixed being able to navigate to the title screen bulletin items
even if they aren't visible
* UI: Fixed cooldown indicator errors if pausing and resuming before
ever having spammed abilities
* UI: Fixed some display issues with hidden indicators in replays
* UI: Controller reference in pause menu shows more info about each
player (type, ping, nickname, etc)
* UI: Partial GIF files are deleted if the export process is canceled
* UI: Fixed different spectator modes visibility in time delayed
situations
* UI: Fixed fade-in on tips screen
* UI: Fixed copyright date
* UI: Potential fix for instant replay starting too soon, overlapping
the "Match Over" message
* UI: Some Italian localization corrections and updates
* NET: Game doesn't soft-lock on catastrophic network transport layer
failures
* NET: Fixed edge case that could leave a client in a joining state
while the match is being delisted
* NET: Fixed potential for online lobbies to fail to continue after
playing local matches
* NET: Fixed LAN matches not broadcasting for local network discovery
after multiple match sessions
* NET: Fixed LAN match joining
* NET: More reliable LAN broadcasting and discovery
* NET: Removed duplicate LAN match listings due to multiple network
interface broadcasts
* NET: Fixed LAN matches counting as online matches in stats
* NET: Fixed delayed spectators end-of-match soft deadlock if the
remote kill happens during the countdown
* NET: Fixed an issue that could cause some matches to not properly
list and delist from the matchmaker
You can find the full upstream changelog at:
https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt
Here is a more shiny blog post about this release:
http://www.sombr.com/2018/11/12/v1-6-100-update-ability-boost-and-emotes-d/
Signed-off-by: aszlig <aszlig@nix.build>
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Since NixOS/nixpkgs@6c68fbd4e1f8beac39cb1f499ff90c78256262d6 a pkgs
argument is required for nixos/lib/testing.nix.
Signed-off-by: aszlig <aszlig@nix.build>
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Upstream changelog:
* Introduce new "Assist Mode" that allows to tweak the difficulty of
the game in a detailed manner.
* The "Screen shake" option is now properly applied on all screen
shake effects of the game.
* A new guest role character showed up in Rhombus Square.
* The new Ninja Skin has been properly implemented.
* Progress for each trophy can now be viewed in the trophy menu.
The full announcement can be found here:
https://steamcommunity.com/games/368340/announcements/detail/1688180265711126610
Signed-off-by: aszlig <aszlig@nix.build>
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Being tired and trying to do Nix doesn't work, so removing
`services.rngd` because it doesn't exist (it's security.rngd). Thinking
about it, there's probably no reason to explicity enable it if it's
already enabled by default because at the end of the day we can still
look it up if needed.
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We have `rngd` enabled by default, but I'm including it here for
reference. From what I understand `rngd` is preferred due to hardware
RNG support.
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both don't exist anymore
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