| Commit message (Collapse) | Author | Age | Files | Lines |
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Apart from using the go compiler, switch from `nix-shell -p`, which only worked
in certain cases, to a `nix-build` with fallback for `man` and default outputs.
Thanks to @muesli for the golang intro.
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It seems that dnscrypt is working, so for now I'll remove Google's
nameservers.
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I tried. I can't work without it at the moment.
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I want to test this and see how it performs.
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For replays and custom phrases, Invisigun Heroes writes them to
"$HOME/Invisigun Heroes", so we need to bind-mount that directory to the
chroot as well.
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @Profpatsch
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Forgot that I do like to use this at Uni when I can't be bothered with
the IPMI webinterface (which I have yet to update from Java to HTML5).
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The wlp-supplicant module is just too buggy (especially after waking from
standby it mostly doesn’t reinitialize the connection).
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That’s from back when I wasn’t accustomed to the module system yet.
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We have excluded all tests within the games directory from being built
by Hydra, rightfully so because they're proprietary. However our sandbox
is *not* proprietary so we want to have it tested.
Besides, we might want to use that sandbox for other things rather than
just games in the future, which saves us that rename later ;-)
Signed-off-by: aszlig <aszlig@nix.build>
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This is only a very rudimentary test of the sandbox implementation, but
it already serves as a series of regression test for a few problems I
ran into so far.
Signed-off-by: aszlig <aszlig@nix.build>
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If the saveDir isn't set the game only gets access to all the saveDirs
from other Unity games, so missing that attribute shouldn't be a deal
breaker.
Signed-off-by: aszlig <aszlig@nix.build>
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This is used for sandboxing and instead of letting all Unity games
access the data of every other Unity game we now restrict it to its own
save directory only.
Signed-off-by: aszlig <aszlig@nix.build>
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We now distinguish between paths that have to exist and paths that are
fine to skip during bind mounting.
So far we had hard failures whenever a path that needed to be mounted
didn't exist, for example something like $XDG_CONFIG_HOME/unity3d failed
whenever the directory didn't exist.
Apart from that we now have a more clean attribute structure for sandbox
parameters, which are now:
* paths.required: Created prior to bind-mounting
* paths.wanted: Skipped if it doesn't exist
* paths.runtimeVars: Extracted from PATH-like environment variables
Signed-off-by: aszlig <aszlig@nix.build>
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This originally was in the nixgames repository but I accidentally
omitted the attribute emitting the error message during refactoring.
Signed-off-by: aszlig <aszlig@nix.build>
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We're going to add a test for our buildSandbox function, so we need to
have the buildSandbox function available from outside the package scope
and thus within the resulting attribute set.
Signed-off-by: aszlig <aszlig@nix.build>
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Forgot that my volume controls are bound to pamixer, so reenabling it.
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Introduced in NixOS/nixpkgs@53730c5a9228be45add3f71482f6827b3d950fa0.
Let's stay on version 4.14 for now and backport patches from later
releases, because 4.14 is the latest LTS release which includes enough
hardware support for the T100HA to work.
Signed-off-by: aszlig <aszlig@nix.build>
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In an effort to make my footprint a bit smaller I've taken a bit of time
to disable pkgs I'm sure I won't be needing anytime soon. However, I'm
keeping them commented for historic reasons and in case I do need
something back I don't have to look far.
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In an effort to make my footprint a bit smaller I've taken a bit of time
to disable pkgs I'm sure I won't be needing anytime soon. However, I'm
keeping them commented for historic reasons and in case I do need
something back I don't have to look far.
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Yeah! Finally I can do work again without having to use Ubuntu in a VM
or Windows!
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Running kernel 4.14 allows btrfs with zstd compression, so let's enable
that and also remove "ssd" enforcement on eris.
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Currently VBox 5.2 is not working with Linux Kernel 4.14. I'll try and
work with libvirtd instead for the moment.
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This build error is quite annoying, so I applied the patch on v0.11.0
and rebased it against v0.12.0. The only hunk that's failing is the
import of get_secret_app_key in searx/webapp.py, so no big conflicts
with the actual logic of the patch.
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @Profpatsch
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The config attribute set is recursive, so "vuizvui" within that scope
refers to the "vuizvui" attribute within config directly instead of
using the one from pkgs.
Prepending "pkgs." explicitly to the attribute path now avoids this.
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @Profpatsch
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We no longer use the legacy SSH store protocol for taalo but the new
ssh-ng protocol, which makes the implementation of taalo-build a LOT
less clunky.
It also didn't make sense to have this as a NixOS module when we after
all just emit a static store path without any stuff depending on
configuration options.
The new implementation basically just wraps nix-build and nix-store -r
along with the right NIX_REMOTE variable.
With Nix 1.2 this can also be done with the new "nix build" command
using the --store option, but unfortunately "nix build" doesn't yet have
the same functionality as nix-build.
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @Profpatsch, @bendlas
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While grepping for occurences of importing nixpkgs-path.nix I found this
and it really is unused, so let's remove it.
No functional changes.
Signed-off-by: aszlig <aszlig@nix.build>
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It's a bit weird to need to write something like this:
nix-build pkgs -A vuizvui.aszlig.vim
We're already within vuizvui, and the filesystem paths are already
structured in a way so that the above is in pkgs/aszlig/vim, so the need
to add the vuizvui attribute to that seems quite pointless and
unnatural.
I have tested this by evaluating a few machines, tests and packages.
Signed-off-by: aszlig <aszlig@nix.build>
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And here I've been sitting, wondering what the hell was wrong and why it
would wait ages to access a partition that doesn't (as it turns out)
exist. Duh.
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This is due to a bug and should be reenabled once solved.
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I don't need this currently and it's just adding unnecessary overhead.
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This package has been renamed so we need to reflect that.
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Patch doesn’t apply, I don’t use it anymore.
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This really makes sense for an end user system, so let's actually add it
to the system path. It seems that it also needs unzip and other
archivers in $PATH but I haven't actually verified if that's really the
case, because the Nix expression for ark already contains those
archivers.
Signed-off-by: aszlig <aszlig@nix.build>
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This has changed in NixOS/nixpkgs@93c54acf97077567e8d6135a36f191e872b2
so that there's now an assertion to set a default.
For all the profiles I've set this properly but managed to forget it for
brawndo and tyree, which is now the case.
Signed-off-by: aszlig <aszlig@nix.build>
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dis is pull reqeust
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My wifi module broke, because the microcode was too old and that option not set.
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I'm no longer using Synergy for anything, so let's prevent synergc from
attempting to connect to a non-existant server.
Signed-off-by: aszlig <aszlig@nix.build>
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Bit of housekeeping really, although I could probably do better. When I
have the time I'll scrutinize every package for necessity.
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I'm no longer employed by RedMoon Studios, so while I still receive
email on this address, it makes more sense to move on to nix.build :-)
Signed-off-by: aszlig <aszlig@nix.build>
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New features:
* New powerup: Cluster Shot
* New powerup: Guardian
Updates:
* GAME: Blizzards vary in intensity, with max intensity slighty reduced
* MAPS: Adjusted Zone Control area on The Long Run
* GFX: Updated frozen player visuals
* GFX: More efficient pooling & performance for sprite trails (dash,
jump, etc)
* SELENE: Added a subtle jump trail
* UI: Updated some sprites to reduce buzzing on contrast-sensitive
monitors
* UI: Updated discord URL to the verified official address:
discord.gg/invisigun
* UI: Minor update to Epi's character image
Fixes:
* GAME: Fixed being able to act on an already-existing shot after
picking up Split Shot
* GAME: Fixed resistance & diagonal shot interactions
* GAME: More reliable slow-motion timing for end-of-round moments
* AI: Fixed several path-finding errors for bots
* AI: Fixed bots staying in place momentarily while soft-stunned
* SELENE: Fixed buffered shots still firing when landing on another
player
* RONIN: Slashing a player shouldn't remove their shield
* MAPS: Fixed asymmetrical issue on Snowergrown
Full upstream change log:
https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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Yeah, looks cool and actually helps "aesthetically" with discerning
window boundaries.
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Using polybar now I feel there is no need for pasystray and I would also
like to have compton draw me shadows under windows.
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