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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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TLP is running, so this won't work.
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I've become increasingly aware that my configurations drift, and while
this is still not amazing in terms of DRY and whatnot, it's all I can do
for now.
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The upstream version 0.6.4 was released 2 months ago and it recently hit
nixpkgs[1], so we can finally drop the override as the new version now
contains the fix[2] for the problem that affected me.
[1]: https://github.com/NixOS/nixpkgs/commit/5e2590ba6fd352bc65b4cd7fd82
[2]: https://github.com/gpodder/podcastparser/pull/17
Signed-off-by: aszlig <aszlig@nix.build>
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The pcsclite derivation results in multiple outputs, so let's make sure
we actually get the right path to the library instead of ending up using
that from the "bin" output (which obviously doesn't exist).
Signed-off-by: aszlig <aszlig@nix.build>
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Constantly getting errors on type hints and "unknown" print() arguments
is very annoying, especially because I almost exclusively use Python 3
nowadays.
Signed-off-by: aszlig <aszlig@nix.build>
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This reverts commit e22360351ac6ca73605ee782a4fa3926a490eeda.
Who knows when geoclue2 will work, going manual now.
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It has been reworked in [1], and since I don't use it at the moment
there is reason to keep even the deactivated version around.
[1] https://github.com/NixOS/nixpkgs/pull/46106
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This should hopefully fix the 3D host acceleration issue.
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If someone is going to use our patch for the latest release canidate
kernel and it doesn't work I'd say it's somewhat expected.
Right now the test fails with the current 4.19-rc6 and I don't have time
to investigate this. It might be the case that this also might be an
upstream issue, but let's actually lazy evaluate this and re-check once
4.19 is released.
Signed-off-by: aszlig <aszlig@nix.build>
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Everything is on neomutt now so there is no need for thunderbird.
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The upstream project already provides a Vim plugin so we only need to
reference that using the existing meson.src attribute.
However, I needed to patch out a very annoying thing, which would echom
every time the indentexpr is called. Most likely this was left in for
debugging.
Signed-off-by: aszlig <aszlig@nix.build>
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Reference files in `bin` outputs for a derivation as an attribute set,
with renaming capabilities.
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We're not directly using Boost but some headers are included in the
headers we use, which causes the build to fail on newer Nix versions.
In theory, this should be propagated by the Nix derivation. See also
this comment:
https://github.com/NixOS/nixpkgs/issues/39001#issuecomment-381949306
However, when looking at the Nix derivation, it already contains code
that takes care of not propagating the boost dependency.
Nevertheless, adding the dependency on our end even though it could
become redundant some day certainly won't hurt.
Signed-off-by: aszlig <aszlig@nix.build>
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Packaging is pretty straightforward because the game is written in JS,
so only the assets need to be copied along with wrapper for NW.js
pointing to the directory and we're done.
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @Profpatsch
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Improves the “execline experience” and adds some basic tests.
The idea is that the final result doesn’t use coreutils and provides a
feasible alternative to bash-based tooling.
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In order to isolate processes even further it's a good idea to not let
them access information about other PIDs, eg. by enumerating /proc.
However, this still bind-mounts /sys from the root namespace, so we
might want to restrict /sys further. For our games however we will need
/sys because it is used to enumerate gamepads and other input devices.
Currently the processes will now be PID 1. I've tested this against a
few games and none of them had problems with that so far, so let's keep
it that way.
Another thing we might want to add and which currently isn't there is a
subreaper, which is useful if we have a process that leaves zombie
processes around.
Signed-off-by: aszlig <aszlig@nix.build>
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This really has a few very useful commands that make working with the
shell on a daily basis less painful.
Signed-off-by: aszlig <aszlig@nix.build>
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This includes a revert of the recent indentation changes which introduce
more problems than they actually solve.
Signed-off-by: aszlig <aszlig@nix.build>
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Had this lying around for a while already, so just adding for
completeness.
I've tested whether the game still works.
Signed-off-by: aszlig <aszlig@nix.build>
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