about summary refs log tree commit diff
path: root/pkgs
Commit message (Collapse)AuthorAgeFilesLines
* 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>
* taalo-build: Rewrite as wrapper and move to pkgsaszlig2017-11-122-0/+21
| | | | | | | | | | | | | | | | | | | | We no longer use the legacy SSH store protocol for taalo but the new ssh-ng protocol, which makes the implementation of taalo-build a LOT less clunky. It also didn't make sense to have this as a NixOS module when we after all just emit a static store path without any stuff depending on configuration options. The new implementation basically just wraps nix-build and nix-store -r along with the right NIX_REMOTE variable. With Nix 1.2 this can also be done with the new "nix build" command using the --store option, but unfortunately "nix build" doesn't yet have the same functionality as nix-build. Signed-off-by: aszlig <aszlig@nix.build> Cc: @Profpatsch, @bendlas
* pkgs: Remove the vuizvui namespaceaszlig2017-11-121-1/+1
| | | | | | | | | | | | | | | It's a bit weird to need to write something like this: nix-build pkgs -A vuizvui.aszlig.vim We're already within vuizvui, and the filesystem paths are already structured in a way so that the above is in pkgs/aszlig/vim, so the need to add the vuizvui attribute to that seems quite pointless and unnatural. I have tested this by evaluating a few machines, tests and packages. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/games/humblebundle: fix pico8's version numbersternenseemann2017-10-281-1/+1
|
* 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/santander: Fix path to service executableaszlig2017-10-121-1/+1
| | | | | | | | I'm currently only using this plugin by copy & pasting the store path manually to the native messaging host config, so I didn't notice that the path is wrong and was wrong in the first place. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/vim: Add syntax and ftdetect files for ATSaszlig2017-10-061-0/+12
| | | | | | | | | Unfortunately the syntax file is a bit incomplete it's the best that I've found online, so I'll stick with it for the time being. Thanks to @Profpatsch for bringing ATS to my attention :-) Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* hardware/t100ha: Update to kernel 4.14aszlig2017-10-052-25/+0
| | | | | | | | | | | | | | | | | | | | | | | | | Almost all of the issues we so far needed patches for have been addressed upstream with the exception of backlight probing. The reason for this is detailled in the following bug: https://bugs.freedesktop.org/show_bug.cgi?id=96571 In summary, when the I915 driver is built into the kernel, it can't access the PWM because it's initialized at a later stage. What we're now doing instead is that we compile i915 as a module and bake the necessary PWM modules directly into the kernel. This has the advantage that we no longer need the backlight.patch, because after all this is already a workaround and having a workaround that doesn't require us to rebase the patch once a new kernel arrives seems to be a better solution in my opinion. With this update we can now revert the reintroduction of kernel 4.12 done in 45bdcd7fc7788316cbad2d7d412e421b230715dc. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/linux-4.12: Don't build on Hydraaszlig2017-10-041-0/+2
| | | | | | | This kernel is only relevant for the T100HA hardware module, so it doesn't make much sense to build the unpatched kernel. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* hardware/t100ha: Temporarily bring back Linux 4.12aszlig2017-10-042-0/+23
| | | | | | | | | It has been removed by NixOS/nixpkgs@964672dde516d1b9a5d2248db33253dc36. This kernel version is officially EOL but in order to switch to a newer kernel I need to rebase the patches first. 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/vim: Clean up autocommandsaszlig2017-09-051-13/+13
| | | | | | | | | | | | I was using set for a bunch of these, but these autocommands are only used for single buffers so let's actually make sure they are set only there by using setlocal. In addition to that I've corrected usage of '==' to use '==#', because '==' actually depends on user settings whether it's case sensitive or not (set ignorecase). Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/vim: Add sleuth plugin for indent detectionaszlig2017-09-051-0/+7
| | | | | | | | I work with a lot of differente repositories and different indentation styles, so I hope this plugin will help cope with that so I no longer need to set those settings manually. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/vim: Add plugin for editing CSV filesaszlig2017-09-051-2/+16
| | | | | | | | | | | I happen to work with CSV files quite a bit lately but it's a major nuisance doing so with a normal text editor and I don't want to use a full-blown spreadsheet programm just for a few CSV files or even write a script every time I need to edit only a tiny bit. So this plugin solves that problem for me. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/vim: Be more agressive with including pluginsaszlig2017-09-051-22/+33
| | | | | | | | | | | Originally I only wanted to make sure the ftplugin gets loaded before the syntax file, but while at it I thought just prepending/appending stuff to the runtimepath is not enough for me. So now my version of Vim has all the plugins directly in the standard directories just as if they came with upstream. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/aszlig: Add xournal with aspect ratio patchaszlig2017-09-043-1/+90
| | | | | | | | | This is an override of xournal with a patch that allows to keep the aspect ratio while resizing. Origin of the patch: https://sourceforge.net/p/xournal/patches/58/ 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>
* pkgs/vim: Update vim-nix to latest master versionaszlig2017-07-311-2/+2
| | | | | | | The current master contains a few fixes with indentation which I regularly hit while writing Nix expressions. 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
| |
* | 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>
* | pkgs/vim: Add vim-multiple-cursors pluginaszlig2017-07-251-0/+7
|/ | | | | | | | | While I find visual (block) mode quite useful, it doesn't cope well if you have multiple lines that aren't aligned perfectly. This plugin adds that missing feature. 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.
* pkgs/vim: Switch Haxe plugin to vaxeaszlig2017-07-241-12/+9
| | | | | | | | | | | | | | | | The Haxe plugin(s) I've used so far (vim-haxe and vim-haxe-syntax) are no longer actively maintained since 2014. On the other hand "vaxe" is based on the work on vim-haxe and vim-haxe-syntax, is actively maintained and supports newer language features of Haxe as well. I've patched out syntax highlighting for ',' and ';', because I really get eye cancer with this and reminds me a bit about the annoying bold colons when using nickname completion back in the days where BitchX users were widely seen on IRC. Signed-off-by: aszlig <aszlig@redmoonstudios.org>