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* auto-patchelf: Move into pkgs/build-supportaszlig2018-02-013-155/+2
| | | | | | | | | This is really not game-specific, so let's put it at the top-level and also make sure we substitute all the commands we're using there, even though a few of them are in PATH of stdenv so that it will always work even when the programs available in stdenv should change someday. Signed-off-by: aszlig <aszlig@nix.build>
* auto-patchelf: Only search for deps with same archaszlig2018-02-011-4/+11
| | | | | | | | | | | | So far we only matched the file name of the dependency but not its architecture, so if for example there is one shared object for i686-linux and another one with the same name but for x86_64-linux, chances are that the wrong architecture is chosen. Now we're checking the architecture of the shared object file and only pick it, if it matches the architecture of the file to patchelf. Signed-off-by: aszlig <aszlig@nix.build>
* auto-patchelf: Clean up a bitaszlig2018-02-011-7/+11
| | | | | | | This makes sure that ldd doesn't print warnings like if the file isn't executable and also makes the status messages a bit more clear. Signed-off-by: aszlig <aszlig@nix.build>
* auto-patchelf: Fix adding env hookaszlig2018-02-011-1/+1
| | | | | | | | | | | | | | The semantics of adding env hooks has changed in NixOS/nixpkgs@7f3ca3e21a22fd3101b40cadb86899542dec2e35 so that it's now broken up into several hook variables (envBuildBuildHook, envBuildHostHook, envBuildTargetHook, envHostHostHook, envHostTargetHook and envTargetTargetHook). Fortunately commit NixOS/nixpkgs@a036473a0a0c6100fce316e1444fc33ec6674b adds a helper function (addEnvHooks) to deal this without referencing those hook variables directly and rather just providing an offset. 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/invisigun-heroes: Update to version 1.6.1aszlig2018-01-311-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | New features: * New hero: Cronus * New planet: Cerebrus (Kickstarter Cartographers' designs) * New Cerebrus map: Temple Garden * New Cerebrus map: Triple Trouble * New Cerebrus map: The Four Seasons * New Cerebrus map: Aqueduct * New Cerebrus map: Ice Prison * New Cerebrus map: Cold Storage * New Cerebrus map: The Conundrum * Localization: Spanish (Latin American, ES-419) Updates: * UI: Added ability to change the game mode in the post-match menu * UI: Improved map thumbnails (reflects game-lighting) * UI: Time-based game modes modifier increment changed from 10s to 5s * UI: Changed UI title font to support more localization glyphs * GFX: Cluster bombs match their owner's color Fixes: * UI: Fixed "FREE" resolution setting in windowed mode always reverting back to fixed sizes * UI: Fixed resolution / bluriness when using Alt+Enter to toggle fullscreen Full upstream change log: https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt Signed-off-by: aszlig <aszlig@nix.build>
* 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 $HOME/Desktop to the required sandbox paths is because the game saves gif images into that directory. Signed-off-by: aszlig <aszlig@nix.build>
* build-sandbox: Move to top-level build-supportaszlig2017-11-3011-1008/+2
| | | | | | | This is not only useful for packaging games, so let's make it available from the vuizvui scope, so we can use it from other packages as well. Signed-off-by: aszlig <aszlig@nix.build>
* games/invisigun-heroes: Add missing sandbox pathaszlig2017-11-241-0/+2
| | | | | | | | | For replays and custom phrases, Invisigun Heroes writes them to "$HOME/Invisigun Heroes", so we need to bind-mount that directory to the chroot as well. Signed-off-by: aszlig <aszlig@nix.build> Cc: @Profpatsch
* pkgs/build-unity: Make saveDir optionalaszlig2017-11-211-3/+5
| | | | | | | | 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>
* pkgs/build-unity: Add a saveDir attributeaszlig2017-11-214-2/+5
| | | | | | | | 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/sandbox: Handle non-existing pathsaszlig2017-11-215-32/+59
| | | | | | | | | | | | | | | | | | 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>
* pkgs/games: Display error if config is omittedaszlig2017-11-211-2/+2
| | | | | | | This originally was in the nixgames repository but I accidentally omitted the attribute emitting the error message during refactoring. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/games: Pass build-support to the top-levelaszlig2017-11-211-14/+16
| | | | | | | | We're going to add a test for our buildSandbox function, so we need to have the buildSandbox function available from outside the package scope and thus within the resulting attribute set. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/games/humblebundle: fix pico8's version numbersternenseemann2017-10-281-1/+1
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* games/invisigun-heroes: Update to version 1.5.70aszlig2017-10-261-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | New features: * New powerup: Cluster Shot * New powerup: Guardian Updates: * GAME: Blizzards vary in intensity, with max intensity slighty reduced * MAPS: Adjusted Zone Control area on The Long Run * GFX: Updated frozen player visuals * GFX: More efficient pooling & performance for sprite trails (dash, jump, etc) * SELENE: Added a subtle jump trail * UI: Updated some sprites to reduce buzzing on contrast-sensitive monitors * UI: Updated discord URL to the verified official address: discord.gg/invisigun * UI: Minor update to Epi's character image Fixes: * GAME: Fixed being able to act on an already-existing shot after picking up Split Shot * GAME: Fixed resistance & diagonal shot interactions * GAME: More reliable slow-motion timing for end-of-round moments * AI: Fixed several path-finding errors for bots * AI: Fixed bots staying in place momentarily while soft-stunned * SELENE: Fixed buffered shots still firing when landing on another player * RONIN: Slashing a player shouldn't remove their shield * MAPS: Fixed asymmetrical issue on Snowergrown Full upstream change log: https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* 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/sandbox: Mount closure of /etc/staticaszlig2017-10-032-5/+45
| | | | | | | | We already mount /etc, but it isn't quite enough, because it contains files symlinked to /etc/static, which in turn is a store path so we need to mount the closure of that path as well. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/sandbox: Implement a path cacheaszlig2017-10-034-3/+53
| | | | | | | | First of all this is to bring down the amount of syscalls we're doing but it's also useful to avoid errors when we try to mount a path over an already mounted path. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/build-game: Enable sandbox by defaultaszlig2017-10-033-6/+13
| | | | | | | | | 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>
* pkgs/sandbox: Mount paths from path-like variablesaszlig2017-10-038-29/+211
| | | | | | | | | | | | | | | | | | | | | On NixOS the LD_LIBRARY_PATH looks similar to this (depending on the configuration): /run/opengl-driver/lib:/run/opengl-driver-32/lib However, we don't have these paths available within the sandbox, because so far we've only used exportReferencesGraph to gather the runtime dependencies after the build has succeeded. This obviously doesn't take into account runtime dependencies from the system itself. We are now taking care of this by using the Nix store library to query the requisities of all the paths that are contained inside path-like variables (multiple paths delimited by colons) and mount them during sandbox setup. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/sandbox: Factor out setup routineaszlig2017-10-036-573/+609
| | | | | | | | | | This leaves sandbox.c with only the main() function and nothing else, so that whenever we have a lot of binaries to generate, the compilation time should be much lower now. The change doesn't change anything in functionality. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/sandbox: Prepare for querying runtime pathsaszlig2017-10-034-18/+49
| | | | | | | | | | We're now using a makefile for building the sandbox and use pkg-config to pass in the flags we need for compiling against lib(nix)store. Right now the sandbox itself doesn't do anything different because we're not actually using the (incomplete) code for querying the store. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/sandbox: Include basic runtime pathsaszlig2017-10-032-18/+112
| | | | | | | | | | | These paths are things such as /etc and /run but also the .Xauthority file, which contains the cookie to connect to the X server. What is still missing is access to the DRI libraries, which is a bit trickier, because we need to add those store paths at runtime and we need to also mount all of the dependencies. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/sandbox: Use own store path as root directoryaszlig2017-10-032-10/+9
| | | | | | | | | | | | | | | | | | | I've already pointed out in the previous commit that using /tmp for the root directory isn't a very good idea, mainly because we can't access sockets from /tmp (eg. the X server sockets). So what we're now doing is using the store path that contains the sandbox wrappers, because that very path won't be mounted into the sandbox anyway, so we get a free directory just as an entry point. This has the main advantage that we don't need to create any temporary directories which we later need to clean up nor do we need to assume that some paths might exist in the system. For example if we'd use /usr we still have /usr/bin/env on NixOS, but if that's going to go away in the future or we are on a distro that doesn't have it at all, the sandbox setup will fail. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/build-game: Introduce buildSandboxaszlig2017-10-035-118/+63
| | | | | | | | | | | | | | | | 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>
* pkgs/build-game: Add preliminary sandbox hookaszlig2017-10-033-3/+617
| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* games/invisigun-heroes: Update to version 1.5.50aszlig2017-09-251-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* pkgs/build-game: Add ALSA library to RT depsaszlig2017-09-131-2/+8
| | | | | | | | | 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>
* 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: Add build-support for pkgsi686Linuxaszlig2017-09-131-5/+10
| | | | | | | | 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>
* 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
* pkgs/build-game: Add unzip to nativeBuildInputsaszlig2017-09-132-7/+3
| | | | | | | | | | | 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>
* pkgs/build-game: Try to evade tarbombsaszlig2017-09-131-1/+21
| | | | | | | | | | 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>
* pkgs/build-unity: Switch to using buildGameaszlig2017-09-132-31/+20
| | | | | | | | | | | 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>
* pkgs/build-game: Add runtimeDependencies attributeaszlig2017-09-134-11/+24
| | | | | | | 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>
* pkgs/games: Add a new buildGame functionaszlig2017-09-133-0/+178
| | | | | | | | | | | | | | | 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>
* pkgs/build-unity: Create desktop entryaszlig2017-09-101-2/+19
| | | | | | | | | | | | 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>
* pkgs/build-unity: Wrap binary instead of linkingaszlig2017-09-101-2/+4
| | | | | | | | 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>
* games/invisigun-heroes: Factor out into buildUnityaszlig2017-09-104-38/+67
| | | | | | | | | | | 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>
* pkgs/games: Inline base-module.nixaszlig2017-09-102-14/+11
| | | | | | | 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>
* games/invisigun-heroes: Update to version 1.5.30aszlig2017-09-101-2/+3
| | | | | | | | | | | | 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>
* games/fetch-itch: Allow to pass a versionaszlig2017-09-101-4/+30
| | | | | | | | | | | | | | | | | | 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>
* pkgs/games: Add Invisigun Heroesaszlig2017-08-254-1/+138
| | | | | | | | | | This introduces support for fetching games from itch.io, because the Humble Bundle version unfortunately only provides a Steam key and we obviously don't want that. I only played two levels, but so far it works as intended. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* 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
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* | 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>