| Commit message (Collapse) | Author | Age | Files | Lines |
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This is handy if we want to pass further arguments to the makeWrapper
call without either replacing installPhase or wrapping twice.
Signed-off-by: aszlig <aszlig@nix.build>
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These package attribute names have been renamed a long time ago and no
longer evaluate in current nixpkgs.
Signed-off-by: aszlig <aszlig@nix.build>
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Some games (well, currently just one, Dungeons 3) come with a .app
directory that contains additional game data which includes package
.unity3d files.
Such directories will be searched relative from the current working
directory, so let's actually set the working directory to
$out/share/something and copy the .app directory to that if it exists.
Tested with Dungeons 3 and also with a few other Unity3d games to see
whether they still work.
Signed-off-by: aszlig <aszlig@nix.build>
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This has been changed in NixOS/nixpkgs@6bf1421f13d667c2997b67728cf777c6,
so let's change it here as well.
Quote from the mentioned commit:
Implement libGL as a symlink package which uses libraries from
libglvnd and headers from Mesa (since ones from libglvnd are
outdated).
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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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 is using buildSandbox with the addition of adding LD_LIBRARY_PATH
to the default runtimePathVars. I've also renamed the attribute to be
called runtimePathVars instead of runtimePathVariables, simply because
it's shorter.
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 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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