about summary refs log tree commit diff
path: root/pkgs/games/humblebundle
Commit message (Collapse)AuthorAgeFilesLines
* games/humblebundle: pico-8 1.10 -> 1.12csternenseemann2019-10-061-3/+3
|
* Merge pull request #21 (Add game "Baba Is You")aszlig2019-09-302-0/+28
|\ | | | | | | | | | | | | | | | | | | This adds the latest release of "Baba Is You", a puzzle video game. Since I do not own this game, I can't test whether it's working, but the Nix expression overall doesn't look controversial, so I'm merging anyway. Thanks to @layus for the contribution.
| * baba-is-you: fix $HOME usage with updateGuillaume Maudoux2019-09-301-4/+4
| |
| * baba-is-you: init at 2019-03-31Guillaume Maudoux2019-04-032-0/+28
| |
| |
| \
*-. \ Merge games "Kingdoms and Castles" and "minimetro"aszlig2019-09-302-0/+16
|\ \ \ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Both were contributed by @layus, thanks a lot :-) While there are a few other pull requests pending, these two games are Unity3d based and thus quite non-controversal. I don't own these games, so I can't test whether they actually work. Merges: #25 Merges: #26
| | * | add minimetroGuillaume Maudoux2019-09-302-0/+16
| |/ /
* / / fetch-humble-bundle: Fix login with guard codeaszlig2019-09-302-15/+195
|/ / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | HumbleBundle has introduced a new guard code, which is sent to the email address of the account owner after the captcha has been solved. Unfortunately, the humblebundle-python[1] library is no longer maintained and there are no forks with fixups. In addition, the code of the library is sub-par and also doesn't support Python 3. So I added a patch containing a _very_ dirty fix to include the guard code during the login procedure for now until we have decided to either go with the existing library and fork it or use another library or implement it ourselves, since we only use a tiny fraction of the HB API. I also fixed up the Qt plugin path for the captcha prompt if a newer nixpkgs revision is used, where we have wrapQtAppsHook. One downside of the guard code is that we get prompted for it _every_ time we download something, which might be annoying, but at least it's better than not working at all. Signed-off-by: aszlig <aszlig@nix.build>
* / games: Use preferLocalBuild for fetchersaszlig2019-06-111-0/+2
|/ | | | | | | | | | | | | | | | If we're on a machine with remote builds enabled, we'd like to prefer not having our login credentials to be pushed on a remote server. We of course also don't want the actual games to end up on a different machine, so let's use preferLocalBuild to avoid this. Unfortunately avoidance is not at any cost, because if we for example use a different system attribute, it might be built on a remote machine nevertheless. Ideally there would be something like "forceLocalBuild", which avoids remote builds at any cost. Signed-off-by: aszlig <aszlig@nix.build> Cc: @Profpatsch
* games: Use "mono" instead of "mono50"aszlig2019-02-132-4/+4
| | | | | | | | | | | The use of mono50 was just an old relic where I was debugging some issue with a game, but I used it as a template for packaging other games, so it spread throughout the code base. I've tested all these games just to make sure they still work with the latest version. Signed-off-by: aszlig <aszlig@nix.build>
* fetchHumbleBundle: Fix fetching productsaszlig2019-02-131-0/+2
| | | | | | | | | | The "Product" model expects to have a "supports_canonical" attribute in the JSON Product object, which since a while is no longer there. We really don't need that attribute for our purposes, so we can simply drop the line where we do the lookup. Signed-off-by: aszlig <aszlig@nix.build>
* fetchHumbleBundle: Fix getting recaptcha responseaszlig2019-02-131-1/+5
| | | | | | | | | | | | | | | | | | The object in question to get the response from the Recaptcha widget is now called "grecaptcha" instead of just "captcha" and the method to call now is also called "getResponse" instead of "get_response". Another change is that the grecaptcha object isn't available immediately once the page is loaded, so I added a try...catch loop for that. I know it's evil to do that, but I tried to check just for whether grecaptcha is available and then call the getResponse method but found out that during object construction there is a small time window where getResponse is available but isn't a callable method. There is still another issue with the HB fetcher, but the first step is hereby fixed. Signed-off-by: aszlig <aszlig@nix.build>
* games: Rename the_bridge attribute to the-bridgeaszlig2018-12-082-1/+1
| | | | | | | | 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
* add The BridgeGuillaume Maudoux2018-11-172-0/+38
|
* games/humblebundle: Add Trine 2aszlig2018-09-102-0/+98
| | | | | | | | | 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>
* games: Move FMOD fixing from Bastion to setup hookaszlig2018-07-311-49/+3
| | | | | | | | | | | | | | | Thanks to @layus for pointing out that there is at least one other game (Epistory) which has the same FMOD issue as Bastion has. So I decided to move this into a setup hook that automatically discovers whether it's the affected FMOD version and NOPs out the calls to system(). In summary: If another game is affected, all that's needed now is to add fixFmodHook to nativeBuildInputs. Signed-off-by: aszlig <aszlig@nix.build> Cc: @layus
* games/bastion: Fix patching of libfmodexaszlig2018-07-291-2/+4
| | | | | | | | | | | | | | I've recently moved the autoPatchelfHook execution to postFixup in NixOS/nixpkgs@f1fbf818c4a94c67fcdb171ba00f1fef4a0aef2a, because it was conflicting with patchelf's own setup hook. So we now need to run the fixup of libfmodex after the autoPatchelfHook, which we do by adding another phase in postPhases. Alongside this I also fixed a small escaping error with ${rpath:+:}, which needs to be quoted using two single quotes. Signed-off-by: aszlig <aszlig@nix.build>
* games/bastion: Refactor Nix expression and updateaszlig2018-07-151-54/+134
| | | | | | | | | | | | | | | | | | | | | | | | With fetchHumbleBundle finally being able to fetch the game with my account, I think it's time to update the Nix expression. :-) The game's binary is basically nothing more than just a wrapped Mono, so we can use directly Mono from <nixpkgs> instead of patching the wrapper. I also stubbed out the symbols for libsteam_api.so, which might be a good idea to provide for other games as well but in a more generic way. Another thing that was needed solely because of my stubbornness was to patch out the system() libc library call in libfmodex.so, because I didn't want to add /bin/sh to the sandbox. So in summary: The new expression now is sandboxed, doesn't use the wrapper anymore and also has a desktop entry :-) Unfortunately I haven't found a changelog online to see what has changed between the 20120620 and 20161016. Signed-off-by: aszlig <aszlig@nix.build> Cc: @layus
* fetchHumbleBundle: Fix subproduct name collisionaszlig2018-07-151-2/+2
| | | | | | | | | | | | | | Every HumbleBundle purchase has a list of subproducts and those have so-called 'machine_name' attributes which are unique. However in our fetcher we used the 'human_name' as a unique key, which isn't really unique and in case of bastion the soundtrack subproduct is has the human_name "Bastion" and the actual game has the *same* name as well. Using the machine_name as the unique key now solves the problem that certain games couldn't be found if you for example also have the soundtrack. Signed-off-by: aszlig <aszlig@nix.build>
* 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>
* games/starbound: Add libGLU as dependencyaszlig2018-04-251-3/+3
| | | | | | | Starbound not only needs libGL but also libGLU, so let's actually include that dependency in its combined form (libGLU_combined). Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/games: Replace usages of mesa with libGLaszlig2018-04-2111-21/+21
| | | | | | | | | | | | | 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>
* starbound: Fix preloader snprintf sizeaszlig2018-03-071-1/+1
| | | | | | | | | | | | | | | | I explicitly didn't want to include a \0, but unfortunately with GCC 7 a check is performed on the size of the format arguments and the build now fails with: '__builtin___snprintf_chk' output between 5 and 9 bytes into a destination of size 4 The dereference of the str pointer gives us one byte, so the size of the format argument will be 4 in any cases plus the 0 byte at the end. While we don't need the 0 byte because it will be added later, it doesn't hurt so let's use a maximum size of 5 to keep GCC 7 silent. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/games/humblebundle: Add Owlboyaszlig2018-02-092-0/+103
| | | | | | | | | | | Very similar to other games using Mono, but this has a similar problem to what Opus Magnum had (see 523dcef1f77251a4cfeb3428a0b13c0ec1d9c342) but instead of using Cecil for patching I'm using LD_PRELOAD instead because the number of occasions we need to patch is not only higher but also there are different constructors in use for System.IO.FileStream, so patching becomes much much harder. Signed-off-by: aszlig <aszlig@nix.build>
* games/opus-magnum: Update to latest versionaszlig2018-02-041-79/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Upstream changelog summarized: * Switch to DirectSound on Windows. * Remove iron-on patch link. * The Hexstabilized Salt puzzle now requires 18 outputs instead of 6. * Add a new journal issue that is entirely production puzzles. * Add a hidden option that will hopefully fix some of the sound issues that were introduced when we rewrote our audio backend. * Add a new issue to the journal with some "battlefield medicine" themed puzzles. * The game's content files are now opened as read-only, which should hopefully fix some of the antivirus-related crashes some players have been experiencing. * Atom spawn/consume effects on glyphs are now cleared when the simulation is stopped, which should fix a bug causing "ghost atoms" to linger on the board. I've made this summary by picking the relevant parts of the upstream Steam announcement page at: http://steamcommunity.com/games/558990/announcements The best part about the changes is that content files are now opened read-only, so we can finally drop all that patching. This also is the first time I can say something positive about AV software, so thanks for bugging Zachtronics into fixing this issue for Nix as well :-) Signed-off-by: aszlig <aszlig@nix.build>
* fetchHumbleBundle: Run get-captcha off-the-recordaszlig2018-02-011-1/+4
| | | | | | | | | | | | | | | | | | | | | We don't want this little helper to leave all kinds of junk on the disk, so let's enable offTheRecord mode for the default QtWebEngine profile. This in turn causes all stuff like cache, cookies, local storage and whatnot to only reside in memory. For example on my machine I had lots of files like this in ~/.local/share and ~/.cache: * 014bxyklf1xm99jd5rg8y4q0blmqw6yc-get-captcha * 18j0knrwrsamsrpwjz741midspxbqmpp-get-captcha * 4817rvjnj249ifvk7dsvv2p0kxi2jwkg-get-captcha So if you ran this helper you should probably remove *-get-captcha in XDG_DATA_HOME (by default ~/.local/share) and XDG_CACHE_HOME (by default ~/.cache). Signed-off-by: aszlig <aszlig@nix.build> Cc: @Profpatsch, @Sternenseemann, @layus
* games/humblebundle: Add Opus Magnumaszlig2017-12-132-0/+119
| | | | | | | | | | | | | | | | | | | | | | | | | Upstream URL: http://www.zachtronics.com/opus-magnum/ For this I've ripped apart all of the bundled shared objects including Mono itself, so we're using Mono from <nixpkgs> instead of the provided one. In addition to that I had to patch the intermediate language because the game really doesn't cope very well when the data files are read-only, which is the case in the Nix store. Instead of replacing the CIL, I could have used an LD preloader as well, but I think this is way less error-prone even though we had to patch a few internal classes where we couldn't match the name properly. Compared to this an LD preloader would involve patching several symbols and also implement some logic to distinguish between files read from the data directory and files read/written to XDG_DATA_HOME. The reason why I added $HOME/Desktop to the required sandbox paths is because the game saves gif images into that directory. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/build-unity: Add a saveDir attributeaszlig2017-11-212-0/+2
| | | | | | | | 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/humblebundle: fix pico8's version numbersternenseemann2017-10-281-1/+1
|
* starbound: Update to version 1.3.3aszlig2017-10-181-2/+2
| | | | | | | | | | | | | | Fixes a crash when switching between weapons of the same type and also adds category tags for the Steam workshop. The latter isn't really relevent for us however. The full upstream release notes can be found at: https://playstarbound.com/133-patchnotes/ Tested using the games.starbound VM test. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/games: Switch Unity games to buildUnityaszlig2017-09-133-45/+10
| | | | | | | | | | | | 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>
* pkgs/games: Fix fetchHumbleBundleaszlig2017-09-131-0/+4
| | | | | | | | | 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
* Merge pull request #14 (add Antichamber)aszlig2017-07-282-0/+57
|\ | | | | | | | | | | | | | | | | | | | | Pull request is from @layus and I haven't tested the game, because I don't own it myself, but apparently @Profpatsch seems to got it working to the point of having a black screen, but that could be a rendering issue. So I'm merging this anyway, because even if only one person (@layus) is going to play it, it won't hurt and if multiple people using the expressions we probably get bug reports :-)
| * antichamber: init at 1.1Guillaume Maudoux2017-07-242-0/+57
| |
* | games: Add DOTT and Grim Fandangoaszlig2017-07-283-0/+249
|/ | | | | | | | | | | | | | | | | | | | | | | | Both are the remastered versions available via Humble Bundle and both also needed a bit of patching via an LD preloader in order to work as intended. Day of the Tentacle conforms to XDG but it assumes that the data directory is in the same directory of the executable, so we fake /proc/self/exe to point to the "$out/share/dott/DUMMY". The "DUMMY" here is because the implementation does a dirname() on the directory. Grim Fandango on the other hand needs a bit more patching, so we first of all override the _first_ chdir() the game does to point to the data directory but we also override fopen64() and opendir() to use the XDG_DATA_HOME-based save directory whenever one of these calls point to "./Saves/..." because the data directory resides inside the store and thus is (of course) read-only. I had the expressions for these two games laying around for quite a while, so while merging another game from a PR I thought it would be a good opportinity to merge them as well. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* Revert "pkgs/games: add antichamber"Profpatsch2017-07-242-59/+0
| | | | | This reverts commit 1fcecd0b9d6424f32f304c4fda0598894aac2011. It was written by @layus and the code came from PR #14.
* starbound: Update to version 1.3.2aszlig2017-07-191-3/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Additions and changes: * Reduce cost of player station parts * Show some system information on hovering over stars in the navigation interface * Show system name on the system screen in the navigation interface * Properly beam away a player's mech when a player beams off the world * Deploying to asteroid fields puts you in a position related to where in the field your ship is * Allow any number of script panes with no source entity * Add player.interact lua binding * Keep player from starving when in a mech Bug fixes: * Various NPC and Monster behavior fixes * Fix issue where player ships from other systems would be visible on the navigation screen * Fix issue where deploying to a party member could result in deploying a mech to their ship * Improve jarring movement of the sky during flying and warping * Fix issue where inventory items would count twice in crafting interfaces * Fix parameters argument for spawnnpc console command * Fix issue allowing the player to fly the ship before fully repairing it The full upstream release announcement can be found at: http://playstarbound.com/starbound-1-3-2-changelog/ Tested using the games.starbound VM test. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* starbound: Update to version 1.3.1aszlig2017-06-201-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Minor changes / bug fixes: * Added and improved sound effects for a variety of monsters, weapons and mech components * Fixed lots of typos * Fix "Parts and Labour" quest description not matching its requirements * Fix bookmarks not being sorted alphabetically * Fix players "swimming" off rail stops using rail hooks * Fix world.spawnLiquid not functioning on tiles with rails/platforms * Fix a bug allowing placement of blocks on some outside walls of player stations * Fix Triplod not registering in monster collection when captured * Fix final ore type not being listed in navigation interface for some planets * Fix placement of a boulder trap in a challenge room * Fix rustick being affected by physics forces/collisions * Make airless space areas actually airless and require breath protection * Fix tier 4 mech bodies not protecting against radiation * Fix penguin weapon shop not unlocking when repeating weapon testing mission * Fix passive monsters becoming aggressive when player engages hostile monsters * Fix some systems not zooming out far enough in nav and planets going out of view * Fix a bug causing a navigation crash when selecting gas giants * Fix objects with minimum / maximum liquid levels not being broken * Fix item drops being stuck in force regions at top / bottom of world * Fix quest indicators being affected by world lighting * Fix bug preventing some background tiles from being painted * Disable "go to quest" button in nav when that system isn't explored (e.g. in another universe) * Fix some bugs when dual wielding rail hooks * Prevent activating techs during mech deployment * Don't show the "E" hint in dialog sequences that are not skippable * Fix a bug where navigation could be canceled after consuming fuel but before starting flight * Rework behavior of hoverbikes in zero gravity * Boats no longer sail out of water * Add an icon to Tonauac's safe fall blessing * Add a few more mech horns * Prevent rail trams from driving off the ends of active stops Modding API changes: * Add world.setDungeonId binding Full upstream release announcement: http://playstarbound.com/1-3-1-changelog/ Tested using the games.starbound VM test. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/fetch-humble-bundle: s/requests2/requests/aszlig2017-06-161-1/+1
| | | | | | | The requests2 package has been merged into the original project upstream and thus is deprecated. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* starbound: Update to version 1.3.0aszlig2017-06-091-2/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Major upstream changes are: * Navigation Overhaul: The cockpit navigation interface has been completely overhauled. Planets, moons and ships are all visible and orbit each other in real time. Systems will now contain NPC stations, friendly and hostile NPC ships, and strange space anomalies to visit! * Customizable Mechs: Explore these new space locations in customizable spacefaring mechs! Traverse hostile space in zero gravity, fight powerful new space monsters, and collect unique rewards as you upgrade your mech to progress through more difficult hazards. Mechs can also be deployed to planets, to crush your enemies with overwhelming firepower! * Modular Space Stations: Make a permanent home among the stars with player-owned stations! Use a station transponder to place your station into orbit, then expand it with modular rooms to suit your needs. The full changes can be found at the announcement blog post at: http://playstarbound.com/spacefarer-update/ One of the changes not listed there is that the archive now consists of a server_linux and client_linux directory, where the latter is structured the same as in previous versions. However, both contain the server binary and both of these binaries match in content. So I'm assuming that the server_linux directory is only a trimmed-down version in terms of assets but otherwise pretty much the same. I've also fixed the VM test, which didn't recognize the font of "Species" anymore, so we're now matching on "randomise". In addition to that I've added a sleep of 30 seconds before the final screenshot, so we get a picture of the fully rendered intro scenario. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* humble-bundle: Add helper for solving captchasaszlig2017-06-091-2/+96
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This is not only a major annoyance for us but seems to bother a few other people using the humblebundle-python API: * saik0/humblebundle-python#11 * saik0/humblebundle-python#14 * saik0/humblebundle-python#15 While digging through the reCaptcha2 API and also the implementation of the Humble Bundle site, I stumbled over this code from https://www.humblebundle.com/user/captcha: var captcha = new Recaptcha2('captcha-holder'); $('input[type=submit]').click(function(e){ e.preventDefault(); // recaptcha v2 only cares about response, but we can let the Android app interface stay the same var challenge = ''; var response = captcha.get_response(); var android_defined = false; if (typeof Android != 'undefined') { Android.setCaptchaResponse(challenge, response); } }) So we only need the response, which we do now using a very ugly written Qt 5 QWebEngine GUI which we use to ask the user to solve the captcha. Combined with our downloader, it works like this: Whenever the login fails with a HumbleCaptchaException, we print a message with the store path to the GUI helper. We're inside a fixed-output derivation builder, so we do have networking. The GUI helper also runs a small TCP server listening on port 18123 and the downloader inside the Nix builder constantly tries to connect to that port and waits until it gets just one string (the connection is directly closed afterwards and the GUI helper exits), which is the response. This is then passed as recaptcha_response keyword argument to the login() method of the HumbleApi object. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/games: add antichamberProfpatsch2017-04-262-0/+59
| | | | Written by @aszlig.
* starbound: Update to version 1.2.2aszlig2017-01-191-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | Upstream changes: * Fix a bug causing frequent save file corruption on Windows after power loss * Fix generated monsters not using their special attacks * Fix kill achievements not unlocking properly * Fix several materials being erroneously tillable or tilling with the wrong tile mod * Fix a dungeon piece in underwater Hylotl cities occasionally failing to place * Fix a dungeon piece in ice vaults occasionally failing to place * Fix airship dungeon sometimes spawning without a clue object * Fix Dreadwing not properly dying when killed with Doomcannon * Fix Mazebound64 game * Disable Outpost return gate to prevent several potential exploits * Miscellaneous bug fixes * Santa has gone ho ho home, to return another Christmas! URL: http://playstarbound.com/starbound-1-2-2-changelog/ Tested using the games.starbound test on x86_64-linux. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/games/humblebundle: update pico8 to new versionsternenseemann2017-01-151-4/+7
|
* starbound: Update to version 1.2.1aszlig2016-12-221-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | Upstream changes: * Update bundled steam api * Various fixes to the ancient vault dungeon * Fix chat tabs not being clickable * Fix a potential threading issue related to steam p2p networking * Allow players to repeat the quest to unlock the vaults in multiple universes. Fixes an edge case where doing the quest on a server would make you unable to unlock the key trader in single player, and vice versa. * Fix issue where non-vault mission worlds would not reset after leaving * Make adjustments to texture atlasing to resolve certain framerate issues related to using larger texture sizes * Add "limitTextureAtlasSize" option in starbound.config to manually limit texture atlas sizes. Should only necessary for video cards significantly below the minimum requirements. URL: http://playstarbound.com/starbound-1-2-1-changelog/ Tested using the games.starbound test on x86_64-linux. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* starbound: Update to version 1.2.0aszlig2016-12-171-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Major upstream changes are: * Ancient Vaults: Players who have completed the main storyline can visit a mysterious trader on the Outpost who will send them on a quest to activate and enter the Ancient Gateways found floating in some systems These gateways provide access to Ancient Vaults: challenging procedural dungeons left by the ancients, filled with dangerous guardians (including procedural bosses!) and fantastic lost technologies. * Terraforming: Using powerful devices acquired from the Ancient Vaults along with a new Essence currency, you can now transform regions or whole planets into entirely different biomes Terraformers can be used to expand a region across a planet’s surface, replacing natural blocks, objects and plant life, and eventually changing the type of the planet itself Microformers are consumable single-use terraformers which provide even more region types to add to your worlds. * Weapon Upgrades: Use the ancient anvil available at the end of Ancient Vaults and spend Essence to upgrade your outdated legendary weapons, opening up many new options for endgame combat styles * Elemental Damage: Monsters now have resistance and weakness to elemental damage types, making your choice of weapons more important than ever * Holiday Spirit: Celebrate the holidays with the variety of festive items bought from Space Santa at the Outpost! The full changelog can be found at: http://playstarbound.com/starbound-vault-update/ Tested using the games.starbound NixOS test. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* Revert "runCommand -> runCommandCC"aszlig2016-10-173-18/+3
| | | | | | | | | | | | | 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 -> runCommandCCProfpatsch2016-10-153-3/+18
|
* pkgs/games/humblebundle: reflect changes in version 0.1.9sternenseemann2016-10-071-6/+9
|
* pkgs: Switch to pythonPackages.buildPythonPackageaszlig2016-09-271-2/+2
| | | | | | | Since 771ed59b48bc1257439b4529426cc9047aebc27b, there is no top-level attribute anymore, so let's fix this. Signed-off-by: aszlig <aszlig@redmoonstudios.org>