| Commit message (Collapse) | Author | Age | Files | Lines |
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The features that we needed back then are now already in stable, so no
need to use staging anymore.
Signed-off-by: aszlig <aszlig@nix.build>
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It doesn't seem to be maintained anymore.
Signed-off-by: aszlig <aszlig@nix.build>
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Yet another occasion where we import nixpkgs-path.nix unconditionally,
so let's actually pass a nixpkgsPath to every test function.
Signed-off-by: aszlig <aszlig@nix.build>
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Another point where we rely on nixpkgs-path.nix from within release.nix,
where we already have the correct path to nixpkgs passed as an argument.
So let's simply pass that argument along to the actual test.
Signed-off-by: aszlig <aszlig@nix.build>
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After looking at that expression again, it turns out that we actually
don't even need to use __withPkgsPath, because all of the functionality
in there can be done using primops only.
Signed-off-by: aszlig <aszlig@nix.build>
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Using __withPkgsPath is a way better name, because two underscores in
front of it commonly designate an internal attribute, which it is.
The callNetwork function now works in a similar vain as callMachine,
having a canonical way to specify the path to nixpkgs.
I've also changed the recursive search of machines to use the
__withPkgsPath attribute as a way to detect whether it's a machine.
Signed-off-by: aszlig <aszlig@nix.build>
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Why do I fix up a machine that doesn't exist anymore?
This was from a time where I had no laptop and was travelling around
with an USB stick in order to have a working environment on other
machines, but that's no longer the case.
Signed-off-by: aszlig <aszlig@nix.build>
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Since I wrote the config for that machine, the modulesPath attribute is
actually a thing in NixOS modules, so let's use that one instead.
Besides, I really tend to like that even more restrictive restrictive
evaluation mode, because it allows us to get rid of all those references
to the Nix path.
Signed-off-by: aszlig <aszlig@nix.build>
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It's a bit unfortunate that I removed the extraConfig attribute from
<vuizvui/machines> back then (49dc58c6f8d72a4e142176f25da52666ef9ae268).
Now we could have used this argument to pass the nixpkgs path from
release.nix back into call-machine.nix, but introducing that extra
argument again would break the configs of all of the systems using
Vuizvui.
So instead, I've added a function exposed by call-machine called
withPkgs, which overrides the whole attribute set returned by
callMachine to use nixpkgs from the given argument.
This allows us to run in restricted evaluation mode as enforced by Hydra
and Nix 2.0 and while we could simply disable restricted eval, it's even
better if we comply with it.
Unfortunately I lied a bit, because we've been running in restricted
eval mode before. This time however it seems that some change in Nix has
caused this to be even more restrictive because now Nix search paths are
not allowed as well. Relying on those within a Hydra jobset however is
discouraged anyway.
Signed-off-by: aszlig <aszlig@nix.build>
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This one is an old leftover from where I ran patched versions of NixOps,
but nowadays it is already in <nixpkgs>, so no need to keep it around.
Other than that, with Hydra now running in restricted eval mode it will
run into an eval error.
Signed-off-by: aszlig <aszlig@nix.build>
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Since moving around a lot with the laptop, there is not much sense
trying to set the lat/long.
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Needed for Nitrokey to work with gpg.
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I need some of the fonts in google-fonts and since font-awesome-ttf has
been renamed to font-awesome_4, let's reflect that even if it is
aliased.
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Need this for xscreensaver, and maybe toilet/figlet.
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I'm testing every fart that I push to nixpkgs, so why don't I test it
here as well? Dammit!
Signed-off-by: aszlig <aszlig@nix.build>
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This was more or less accidentally leaked to PATH and got removed in
NixOS/nixpkgs@71a8dbb956f5735030cd3982263d72f1bffdae23, so let's add it
in again.
Signed-off-by: aszlig <aszlig@nix.build>
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Since NixOS/nixpkgs@a43e33d0e48b2284ac3a2222d7f1965cef66f5e2 this is no
longer enabled by default so in order to, for example, restore card
volumes we need to have this enabled.
Signed-off-by: aszlig <aszlig@nix.build>
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The first error is that there was a case statement fallthrough which was
actually unintended and is a bug in the ancient wildmidi used here,
while the second one was because of a structure that wasn't initialized
to zero before first use.
Signed-off-by: aszlig <aszlig@nix.build>
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I explicitly didn't want to include a \0, but unfortunately with GCC 7 a
check is performed on the size of the format arguments and the build now
fails with:
'__builtin___snprintf_chk' output between 5 and 9 bytes into a
destination of size 4
The dereference of the str pointer gives us one byte, so the size of the
format argument will be 4 in any cases plus the 0 byte at the end. While
we don't need the 0 byte because it will be added later, it doesn't hurt
so let's use a maximum size of 5 to keep GCC 7 silent.
Signed-off-by: aszlig <aszlig@nix.build>
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These are the patches I forgot to add to
77a0f47d06f3d21b78c7f34a129bc3f75d69fbf7.
Signed-off-by: aszlig <aszlig@nix.build>
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This test has been removed in NixOS/nixpkgs@21dcead5f0c3d548ad4642a4e86,
so we no longer need to check for it.
Fixes an error during channel evaluation.
Signed-off-by: aszlig <aszlig@nix.build>
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I've missed this. I need this.
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New features:
* Localization: Italian
* New Cerebrus map: Summit
* New Cerebrus map: Yinyang
* New Cerebrus map: Polar Express
Updates:
* CRONUS: Bombs no longer show nearby player indicator
* CRONUS: Bomb impact area powers up the longer the target is left out
* CRONUS: Bombs briefly show the impact area when a target is marked
* CRONUS: Bombs leave soot on the floor which makes players leave a
footprint trail
* PROTEUS: Scanner drone shocks tagged players 2 times instead of 3
* PROTEUS: Scanner drone re-deploy cooldown also applies to
self-destruction
* UI: Simplified lobby host info; better readability and presentation
* UI: "Join Code" is now known as a "Join Key"
* UI: Post-round scoreboard shows Steam nicknames
* UI: Post-match stats table headers changed to icons for localization
space
* UI: Reduced controller vibration in some UI scenes
* GFX: Better tile transitions in maps with very different adjacent
surface types
* GFX: Improved Selene's victory pose sprite
* SFX: Subtle audio cue when you first start moving to another tile, as
input confirmation
Fixes:
* CRONUS: Fixed an issue where the center bomb tiles spawned
simultaneously instead of staggered
* CRONUS: Fixed bomb trails damaging scanner drones by touching their
scan radius
* GAME: Fixed revealer carrying over to the next round
* CARRIER: Fixed carrier ball interactions while players are
teleporting
* UI: Fixed being able to quickly back out of scenes while they are
transitioning in
* UI: Fixed "Player Disconnected" popups when remote clients try to
join an active match
* UI: Fixed spam cooldown indicator still visible when a player dies
* UI: Fixed blank lobby region flag when joining a match in "ANY"
region
* UI: Fixed flag icon showing in lobby when connected via IP
* UI: Long controller names are truncated in lobby player selectors
* GFX: Fixed pit beasts sorting issues with sand piles
* GFX: Fixed y-sorting of Beast Tamer coins
* GFX: Fixed y-sorting of some fence posts on Ice Prison
* GFX: Fixed map objects showing proper bump FX over network
* SFX: Fixed music fade out when exiting challenge mode
Full upstream change log:
https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt
Signed-off-by: aszlig <aszlig@nix.build>
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Angstrong doesn't work anymore for OCaml versions lower that 4.03, so
let's use version 4.04.2 and fix logbook to cope with the interface
changes in Angstrong 0.7.0.
I've opened a pull request (sternenseemann/logbook#1) to fix it upstream
and also using the commit from the pull request here.
This fixes the following evaluation error:
in job 'channels.generic':
angstrom is not available for OCaml 4.02.3
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @sternenseemann
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This reverts commit 9dc27c57880db6469865dc2e6aaf295665c681a3.
The patch already was from upstream master and it found its way into the
new release, so we no longer need it.
Signed-off-by: aszlig <aszlig@nix.build>
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Since NixOS/nixpkgs@c1bed05e341756f7fdfa73035c7f1e078e49be3d it is now
called ipv4.addresses.
The reason why the evaluation on our behalf has failed despite the
option being aliased is that we try to access the option while checking
for eligible tests for a particular machine.
Signed-off-by: aszlig <aszlig@nix.build>
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I've put in an assertion back then to make sure that once gpodder 3.10.1
is released, we get a failure so we don't stay behind forever.
With NixOS/nixpkgs@4d1e72cfbb8de0d8adf2c047aad14f29eb4f77bf, not only
the version is bumped but also the icon theme is added back, so we can
drop the whole override of the attributes.
Signed-off-by: aszlig <aszlig@nix.build>
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Quoting NixOS/nixpkgs@663d6e8f9d020a74a2d4a606223d04dcf85135c2:
Attic is currently broken on master.
The Attic git repo has not been updated since May 2015.
Arch Linux also does not have an Attic package anymore.
Borg should be able to read Attic backups using
http://borgbackup.readthedocs.io/en/stable/usage/upgrade.html#attic-and-borg-0-xx-to-borg-1-x.
The reason I'm removing this is because the missing attic attribute is
currently blocking Hydra evaluations.
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @sternenseemann
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This is quite redundant because autoPatchelfHook already scans all
shared objects and executables for dependencies and bails out with an
error if a dependency isn't found, which is similar to what we're doing
in installCheckPhase.
Removing this should also speed up builds, especially those with lots of
files.
Signed-off-by: aszlig <aszlig@nix.build>
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This is quite straightforward and very similar to most other Mono games
and even uses XDG directories already.
Signed-off-by: aszlig <aszlig@nix.build>
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On some occasions a captcha isn't needed for login (not sure exactly
when this is the case), so we really should just log in without it
instead of bailing out with an error.
Signed-off-by: aszlig <aszlig@nix.build>
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So far we only checked for the source root by checking only one level of
directories, so for example if the source code is unpacked into
something like "a/b/c" and only "c" contains files, the previous
implementation would set the source root to be "a".
In addition we didn't do a check on the type of the contents, so for
example if the archive contains only *one* file, that *file* itself
would be set as the source root and the chdir to that will fail later.
What we do now is recursively search through directories in order to
find the last directory that does not contain *only* a subdirectory.
Signed-off-by: aszlig <aszlig@nix.build>
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We only fetch the data files from GOG here and use the port from
OpenPandora (https://repo.openpandora.org/?page=detail&app=albion_sr)
for the main game executable.
Instead of using the binaries of the static recompiler, this is
completely compiled from source and comes with a few changes in the form
of a few patches:
config.patch:
Hide the mouse cursor and set the default scaled resolution to
1280x960 (the window can still be resized) in the default
albion.cfg.
error-log-stderr.patch:
Whenever an error happens, the game usually creates a file called
"error.log", which contains the actual error message. This patch
makes sure the file isn't created but the error message is printed
to stderr.
scons.patch:
Fixes a few SConstruct/SConscript files to use the builder's
environment, so that it can find executables such as gcc.
sdl2.patch:
SDL 2 has dropped support for the keysym.unicode field at some
point, so use keysym.sym instead. This has the disadvantage that it
doesn't recognize key modifiers, so we might want to switch this to
use the SDL_TEXTINPUT event.
xdg-paths.patch:
We want to use XDG_CONFIG_HOME and XDG_DATA_HOME instead of writing
everything to one directory, so this patch makes sure that the paths
are correctly read depending on whether its an XDG directory or one
of the store paths of the game.
Signed-off-by: aszlig <aszlig@nix.build>
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We're in almost the same misery here as with HumbleBundle, because we
can't get stable download URLs with manifests for games that have an
"os" field of either "windows" or "osx".
Unfortunately, this isn't the only hoop we're going to, because similar
to the HumbleBundle fetcher, we need to solve a (re)captcha in order to
login (and I've been annoyed by countless cars, street signs, roads,
busses, store fronts, hills and mountains during development).
I tried looking for a way to get an API key similar to what itch.io is
doing, but the only mechanism in place is a temporary key which needs to
be refreshed using the old key after a while, so it's unsuitable for our
case.
The code currently is very much _not_ DRY, because a lot of it is copied
over and modified from fetchHumbleBundle, especially the captcha solving
application.
It's really a shame to see the same situation that we have for
HumbleBundle in GOG, given that HB is getting less DRM-free games these
days and GOG is DRM-free *only* (which is a very good thing).
Signed-off-by: aszlig <aszlig@nix.build>
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This is needed in order to correctly display icons if someone doesn't
use a full desktop environment.
I'm not sure why NixOS/nixpkgs@bff6d624e05c53777a9d2fd85872884983f74313
removed this (in particular gnome3.defaultIconTheme, but
hicolor_icon_theme should be enough anyway), but let's re-add it for our
configuration until this is sorted out.
Signed-off-by: aszlig <aszlig@nix.build>
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Seems that 543ca6580d6f52d58caf975c0ed583956aa08b39 was not enough to
fix the actual issue, because the real issue was in podcastparser.
The upstream issue is gpodder/gpodder#394 and the pull request fixing
this is gpodder/podcastparser#17.
Instead of just updating podcastparser, I also updated gpodder to latest
master, because it contains a few more fixes.
I've tested whether this fixes my issue and it did (feed items now have
the correct date).
Signed-off-by: aszlig <aszlig@nix.build>
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A lot has changed since the version I had in here and the current
upstream master, so let's get all the new bugs and features :-)
Here is a comparison with all the commits that have happened since then:
https://github.com/NixOS/nixops/compare/d1907cb1a4defa...eb6d25688a35de
Signed-off-by: aszlig <aszlig@nix.build>
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Apparently nginx resolves localhost to [::1] in a newer version by defaul, yet
my static file server only binds to 127.0.0.1.
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Since NixOS/nixpkgs@3a2ee6e5c3bfae64c604859c7cc1ee6b069ea5b5 the
attribute name for the kernel packages is now
linuxPackages_copperhead_hardened instead of
linuxPackages_hardened_copperhead, so we need to change it in our
conditions as well.
Signed-off-by: aszlig <aszlig@nix.build>
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I've pushed this with a few improvements to upstream <nixpkgs> via
commit NixOS/nixpkgs@1cba74dfc1541673f91b91c3ab50dbdce43c764a.
The original pull request was NixOS/nixpkgs#34506.
Signed-off-by: aszlig <aszlig@nix.build>
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A few attributes weren't re-added to the actual derivation, so for
example whenever we add buildInputs to buildUnity the attribute would be
completely ignored.
Signed-off-by: aszlig <aszlig@nix.build>
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New features:
* New Cerebrus map: Back to the Future
Updates:
* RONIN: Slashed players will incur 0.25s of hard stun / push back, and
0.35s of soft stun
* PROTEUS: Scanner Drone won't continue to shock dead players
* PROTEUS: Next Scanner Drone has a 3s cooldown from the time the last
was destroyed (if shot down)
* CRONUS: Drop target movement speed increased from 0.17s to 0.15s per
tile
* CRONUS: Bomb hit time & lingering fire increased from 1s to 1.5s
* AETHER: Ground pound hit window is active for 0.25s instead of 1
frame
* GAME: Arx-515 teleporters are disabled for 1.25s while being used
* GAME: Reduced visibility time after firing from 0.75s to 0.5s
* GAME: Slightly reduced replay recording memory usage
* GAME: Improved presentation of players visible due to Revealer
powerup
* GAME: Players are snapped to the nearest tile when firing
perpendicular to movement
* GFX: Removed FX when revealer ends, which had the potential to reveal
real Epi's position
* GFX: Clarified readability of some boundaries on Aqueduct
* GFX: Powerup parachute drops are slightly transparent until near the
ground
* UI: Hero Profile demos properly show ability cooldown indicators
Fixes:
* EPI: Fixed cluster shots from ghost Epi breaking shields
* CRONUS: Fixed target disappearing on clients after attempting a drop
over a disallowed area
* CRONUS: Better drop target local simulation and feel for remote
clients
* MAPS: Added missing fence posts around holes on Conundrum
* GAME: Slightly increased physics step rate to prevent some
fast-moving collision misses
* GAME: Fixed bumping builder blocks destruction after the reflection
shield is already gone
* GAME: Fixed potential to get shot in your original spot after
teleporting online
* GFX: Fixed projectile collision visuals' positions due to high-speed
physics
* GFX: Fixed projectile collision visuals' positions on network clients
* GFX: Fixed exported GIF speeds due to vsync differences
* UI: Fixed occasional disappearing in-match pause menu
* UI: Fixed Proteus hero profile demo
* UI: Fixed insane speed when changing controller setup types using
analog sticks
* PREFS: custom config file will no longer be reset during updates
(after this release)
* PREFS: custom config file has option to disable fullscreen FX for
strobe-sensitive players
Full upstream change log:
https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt
Signed-off-by: aszlig <aszlig@nix.build>
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Very similar to other games using Mono, but this has a similar problem
to what Opus Magnum had (see 523dcef1f77251a4cfeb3428a0b13c0ec1d9c342)
but instead of using Cecil for patching I'm using LD_PRELOAD instead
because the number of occasions we need to patch is not only higher but
also there are different constructors in use for System.IO.FileStream,
so patching becomes much much harder.
Signed-off-by: aszlig <aszlig@nix.build>
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