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* games/liads: Add sandbox path for XDG_DATA_HOMEaszlig2018-05-171-1/+3
| | | | | | | Unlike the other Unity3D games, LIADS writes settings and save files to XDG_DATA_HOME, so we need to add it to the required sandbox paths. Signed-off-by: aszlig <aszlig@nix.build>
* games/liads: Update to version 1.4.5 (2018-04-27)aszlig2018-05-061-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Changes since version 1.3.2 (2016-01-20): 1.4.5 (2018-04-27) * Removed Google Analytics. * macOS build now supports 64-bit. * Minor localization fixes. 1.4.4 (2016-09-07) * XInput now enabled by default on Windows (bypasses some controller problems with Windows 10 Anniversary). * Fixed phantom inputs when using XInput. * Fixed -debuginput launch option not working when XInput is enabled. * Added -disabledpad launch option to disable default mapping of the d-pad. * Updated input device profiles. 1.4.3 (2016-07-22) * Added debug option to get more information about attached controllers (available by launching with the argument "-debuginput") * Updated input device profiles 1.4.2 (2016-07-12) * Better handling of unrecognized controllers * Better support for the Steam Controller on Mac 1.4.0 (2016-05-12) * Four player support! * New playable character skins * Difficulty balances * Automatic support for many controllers (including PlayStation controllers) with no need to manually remap buttons * Support for XInput controllers and rumble (Windows only) * Displays PlayStation button prompts when using PlayStation controllers * Better compatibility with non-standard controllers * Steam Cloud saves are synced cross-platform * Ability to cap frame rate when vsync is disabled Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/build-unity: Add a saveDir attributeaszlig2017-11-211-0/+1
| | | | | | | | 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>
* pkgs/games: Switch Unity games to buildUnityaszlig2017-09-131-35/+5
| | | | | | | | | | | | 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>
* Revert "runCommand -> runCommandCC"aszlig2016-10-171-1/+1
| | | | | | | | | | | | | This reverts commit e3f8d28d6be67257d70035d122263f3a35adc438 and my attempts to mitigate this in 0a50f5fab1abf2e70fd5d7a2dd717c2f2c1b983b and 3b91f25b37ea709f5c86e38a50061199bbed5341. Vuizvui is a repository for experimental stuff, but NOT a dumpster. So please refrain from pushing waste into this repository, like markers for a failed merge. Signed-off-by: aszlig <aszlig@redmoonstudios.org> Cc: @Profpatsch
* runCommand -> runCommandCCProfpatsch2016-10-151-1/+1
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* liads: update md5 hashlukasepple2016-08-251-1/+1
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* Merge aszlig/nixgames into vuizvuiaszlig2016-02-081-0/+43
This is a subtree merge of the full nixgames repository including history. Right now it isn't linked to vuizvui at all but we're going to do that very soon. The reason why I'm merging both repositories together is that it's easier for me to manage updates and also facilitate contributions by people from the OpenLab. Another reason to merge it is that we can write more generic functions for building both, the games and the rest. Right now the licensing is still the Apache License version 2.0, but we're going to change it to the vuizvui license as well.