| Commit message (Collapse) | Author | Age | Files | Lines |
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So far creating the sandbox has been a setup hook, however it's a bit
ugly how we gathered the needed paths for the chroot file system by
recursively searching for store paths.
While I'd like to have the sandbox being built within the main
derivation, it really isn't very practical when the build takes longer
than 10 minutes.
With this implementation however the sandbox builds really fast and we
can also modify the sandbox without needing to rebuild a particular
game.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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This is basically to make sure various games can't write to whatever
they want in the file system, so it's not a complete sandboxing
solution.
Currently there's a drawback in that we can't easily determine the
runtime dependencies while building a particular game, so we need to
recursively dig through all referenced store paths to look them up.
A better solution for this would be to gather the build time reference
graph prior to building so that we can limit searching for these
references within only the actual build outputs instead of churning
through all inputs.
In addition to that, we currently mount the namespaced root file system
on top of /tmp, which makes the real /tmp unavailable to us. While in
theory this shouldn't be a problem, it actually turns out it is indeed a
problem if the application wants to connect to the X server socket,
which is at something like /tmp/.X11-unix/X0 for display :0.
Apart from these drawbacks we have a working solution for simple
applications (not games, because they usually require X), which now get
its own chroot with only the paths accessible that are strictly
necessary.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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Some nicer action on my lockscreen would be nice.
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New features:
* NET: Join & invite your Steam friends through the in-game lobby menu
or Steam friends list
* GAME: Experimental fallback for unsupported controllers & generic USB
gamepads
* GAME: Added an achievement for completing the training
* UI: Your Steam nickname will show at the top left of the title screen
* UI: New lobby chat message: "I'm going to spectate this match."
* PREFS: Set your own data export path in the "config.json" file in the
game directory
Updates:
* GAME: The shield is only lost when dealt actual damage (not via
stuns, Yeti breath, etc)
* GAME: Lower chance of character repetition when choosing random
heroes
* GAME: More obvious shocked/soft-stun effect and audio
* GAME: Bubble Suit removed
* NET: Online play requires the latest version if there's an update
available
* AETHER: Aether is immobile for 0.3s after a ground pound
* AETHER: Aether's spam cooldown increased from 0.5s to 0.7s
* AETHER: Aether's pound has a circular radius of 2 units from his
center
* AETHER: Pound hard stuns for 1.25s
* AETHER: Pound pushback force is uniform
* CARMEN: Destroyed block rubble remains for 3s instead of 0.5s
* PROTEUS: Tagged players are slowed more (multiplier changed from
0.65x to 0.45x)
* PROTEUS: The Scanner Drone can't be self-destroyed while
pulse-revealing players
* IRIS: Spam allowed reduced from 3 to 2
* EPI: Epi has an ability cooldown of 2s if the ghost is killed (no
self-imposed cooldown)
* UI: "Join Public Match" is now "Quick Match" with an icon update
* UI: Searching for a public match in "Any" region is faster
* UI: More fun title screen news
Fixes
* GAME: Fixed projectiles having no velocity if split while being
reflected
* GAME: Fixed controller lockup in lobby when switching from previously
chosen player slots
* GAME: Fixed perma-visibility after teleporting while revealed
* GAME: Fixed disappearing revealer if it's pursuing a teleporting
player
* GAME: Fixed possibility that a Beast Tamer pit beast could spawn
outside the map
* AETHER: Aether no longer gets stunned if walking into a player that
he pounded
* EPI: Fixed real Epi teleporting to ghost Epi if inputs are triggered
twice in a frame
* UI: Fixed some lobby UI initialization before an online match is
created
* UI: Fixed edge cases that could cause a client to be stuck "waiting
for host" in the lobby
* UI: Fixed pause menu "Return to Lobby" button for Challenge Mode
* UI: Fixed color & bloom values in field guide
Full upstream change log:
http://www.sombr.com/pub/SIG/tools/ReleaseNotes.php
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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Reverts adding kmix as introduced in
e49eca5c0c9c27352825c455d3e1b8a938245755.
This causes two mixer icons to show up in the tray, which is kinda
redundant.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
Cc: @dwenola, @BrokkoliBerta
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thx @aszlig
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This is messing with some terminal emulators such as termite and xterm
in conjunction with ncmpcpp. Thanks to @aszlig for helping with the
troubleshooting.
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This has been introduced by NixOS/nixpkgs@c4c187ed7226e2132c13070444d0,
thanks to @pshendry.
IMHO it makes more sense to use this instead of simple-scan, because the
managed machines run KDE while simple-scan is a Gnome application.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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Most older games don't cope very well with PulseAudio, so let's add ALSA
so that a fallback is available. This is also very useful if
withPulseAudio is set to false, because this would actually mean "no
audio at all".
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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Both of these games weren't working at all. Megabyte Punch was
completely broken and the expression wasn't even finished and Lovers In
A Dangerous Spacetime wasn't up to date (unfortunately we can't pin on a
specific version).
Megabyte Punch now also uses callPackage_i686, because it only comes
with a 32 bit binary.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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So far we only had all the functions within build-support for
builtins.currentSystem, but a few games we have within Vuizvui are still
i686-linux.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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The login URL for HumbleBundle has changed from /login to /processlogin,
so let's fix it quickly via sed.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
Issue: saik0/humblebundle-python#16
Cc: @saik0
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A lot of games come as a Zip archive, so let's add it to
nativeBuildInputs by default so we no longer need to deal with that for
every single game.
This also removes that line from Invisigun Heroes, so the package now is
pretty much minimal and very clean :-)
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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A lot of games (especially Unity games) come as a tarbomb, so in order
to avoid having those files all over the place we now create an
additional directory before unpack and set the sourceRoot to that if
it's a tarbomb and if that's not the case set it to the single file
within that directory.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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Now we no longer need to invoke patchelf by ourselves and all of the
dependencies are patched automatically.
I've added gtk2-x11, gdk_pixbuf and glib to buildUnity as well, because
after inspecting other Unity games they seem to require the same
libraries as well.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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This allows us to add libraries to the RPATH despite being required by
the respective game. By default there is only PulseAudio at the moment.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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The main functionality for this function is to gather missing
dependencies in ELF executables and shared libraries and using patchelf
to set the right RPATH.
All of the dependencies are searched based on what we have in one of the
buildInputs variables, so all we need to do is list them in there.
One thing that's still left to solve is adding libraries to the RPATH
which are only required at runtime. An example for this would be the
pulseaudio library.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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This automatically creates a desktop entry based on the given fullName
and the standard path for the icon (Resources/UnityPlayer.png).
Well, at least I hope that the icon path is standard, but we'll see once
we use buildUnity for more games.
Tested using Plasma 5 for Invisigun Heroes.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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The executable of Unity games at the moment is unable to find its own
path if it can't do a stat() on argv[0]. So wrapping the program helps
here for now.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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There are a lot of Unity games out there, so it's a good idea to have a
generic builder just for Unity, which we then can apply to a lot more
games.
Right now this is a pretty basic abstraction which I've only tested with
Invisigun Heroes.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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This is such a short expression that really shouldn't belong in its own
file, so that everything we want to know is there in default.nix.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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The full upstream changes are a bit long to list here between 1.5.1 and
1.5.30, so here are the release notes from the official site:
http://www.sombr.com/pub/SIG/tools/ReleaseNotes.php
We're now using a version attribute for the fetchItch function, so that
future updates won't break the package expression.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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So far we had a similar "experience" with itch.io as we had with
humblebundle having upstream URLs being updated in-place and thus
whenever we're trying to get an earlier revision than the latest one,
our fetcher would fail.
However, itch.io has build IDs which even contain version string that we
can actually use in our packages as-is and they directly map to a build
ID.
This commit implements just that, so that whenever a version attribute
is passed to fetchItch, an explicit version is selected. If such a
version couldn't be found, a list of the most recent versions is
displayed, which should also make it easier for updating packages.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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Actually this is the only one workstation where I use gpodder, so let's
move it there and also don't make it a lazy package.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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I might move to Firefox as my primary browser again. Apart from that, I
regularily use it anyway, so having it as a lazy package doesn't make
sense.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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Both machines are using Plasma along with a few common KDE applications,
so let's actually be more aggressive about deduplicating the options,
because after all whenever these machines start to deviate more from
each other, we can still either override those options or move them out.
I've also cleaned up a few packages, so instead of having mpv *and* vlc
we now have mpv and bomi for both machines. The latter is mostly about
figuring out whether it's actually a good GUI video player, as it is
basically a front-end for mpv.
With this unification this means that some packages which are generally
useful, such as okular and gwenview are now not only available to tyree
but brawndo as well.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
Cc: @dwenola, @BrokkoliBerta
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Most of them are KDE PIM applications and kmail so far was already
within the systemPackages in the configuration.nix directly so far.
The one exception to these is kmix (an audio volume mixer), which is
generally useful to have I think.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
Cc: @BrokkoliBerta
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The change dropping the SCSI_MQ_DEFAULT option has been reverted in
torvalds/linux@cbe7dfa26eee4819db7b5846181d56fd0cece0ea, so while the
release canidate versions didn't have this option, the final release
however does have it again.
So we need to wait until 4.14 for it to become removed hopefully.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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Using the virtio disk interface isn't very suitable for real-world
simulation, so let's use the SCSI interface, because SATA is exposed to
userland as a SCSI device.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
Cc: @devhell
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Eval error introduced by 761856c84d8abae87aa1cd3b2a0f70f9f1bf4397.
It's actually in pythonPackages.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
Cc: @devhell
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I tend to use it more frequently than I thought I would and it's quite
small, so let's make it the default for my workstations.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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I was using set for a bunch of these, but these autocommands are only
used for single buffers so let's actually make sure they are set only
there by using setlocal.
In addition to that I've corrected usage of '==' to use '==#', because
'==' actually depends on user settings whether it's case sensitive or
not (set ignorecase).
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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I work with a lot of differente repositories and different indentation
styles, so I hope this plugin will help cope with that so I no longer
need to set those settings manually.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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I happen to work with CSV files quite a bit lately but it's a major
nuisance doing so with a normal text editor and I don't want to use a
full-blown spreadsheet programm just for a few CSV files or even write a
script every time I need to edit only a tiny bit.
So this plugin solves that problem for me.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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Originally I only wanted to make sure the ftplugin gets loaded before
the syntax file, but while at it I thought just prepending/appending
stuff to the runtimepath is not enough for me.
So now my version of Vim has all the plugins directly in the standard
directories just as if they came with upstream.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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I'm not going to use this a lot, so let's not clutter up the closure
size with it, even though the package is actually quite small.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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This is an override of xournal with a patch that allows to keep the
aspect ratio while resizing.
Origin of the patch: https://sourceforge.net/p/xournal/patches/58/
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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The jrnl package is now a top-level attribute since
NixOS/nixpkgs@3ff173ffde475f96f12b379f4ae21658e63045c1.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
Cc: @devhell
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Since version 4.0 of xpdf, the UI has vastly changed and the
configuration setting I'm using in this module no longer is necessary
for me. So let's drop the module altogether until I'm getting used to
the new xpdf and find new things I don't like :-)
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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This reverts commit 0cfbc3bcd4be9ba3798f1752f82f6ea2d3aba650.
Since NixOS/nixpkgs@ae9d311565d8c790900ebbc0976e447034930112 the addSSL
option is now mutually exclusive to forceSSL.
Turns out that this actually was a bug that got introduced in
NixOS/nixpkgs@a912a6a291eaa5f6a2ad9143c9e276779c357a41.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
Cc: @Profpatsch
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