| Commit message (Collapse) | Author | Age | Files | Lines |
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sway needs opengl driver's to be enabled and loadable in order to start.
I previously didn't notice this oversight as I still had them loaded and
did not reboot after the rebuild.
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Build mandoc from cvs and apply a patch which adds an exception for
the checks does makewhatis(8): with this the realpaths of man pages to
be indexed may be symlinks referring to files outside of the root man
directory if they are located in /nix/store.
This allows indexing /run/current-system/sw/share/man using mandoc's
makewhatis(8).
Since fetchcvs is currently broken in nixos-unstable we vendor in the
fixed variant from nixpkgs master until the channel has advanced.
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This fixes the build of pkgs.profpatsch.watch-server, it was likely only
forgotten to update the revision in vuizvui.
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machines/sternenseemann: add TODO list
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sterni's personal texlive.combine { ... }
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sterni's patched pass with passmenu
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pkgs/sternenseemann/emoji-generic: init at unstable-2020-11-22
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We originally needed it here to deploy it on the machine, but it’s set
up manually via the gitit repo default.nix for the time being.
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Upstream is deprecating `stdenv.lib`, so let’s do the same.
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Small script to deploy my machines.
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skarnet thought it would be wise to completely change the skalibs
exec function interface without any backwards compat, so here we are.
Have to reverse the code a bit, because `xmexec0` is a recursive
`#define` pointing to `xmexec0_af`.
`record-get` gets a rust treatment, it doesn’t really need the C
interface just to exec into prog.
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This reverts commit 7b8164be35c9d82d6e7389a407150a9128f7fb0c.
From the upstream changelog:
> This is an important bugfix release that should resolve several
> outstanding issues and concerns. Since 1.10.0 was released was engaged
> in a lot of discussions and realized that compatibility is more
> important than we first thought. So we're rolling back some breaking
> changes and revise some parts of our roadmap. We will strive to remain
> compatible with other password store implementations - but remember
> this is a goal, not a promise. This means we'll continue using
> compatible secrets formats as well as GPG and Git.
As mentioned in the original commit, I'm still not entirely convinced
that my use case has a future with gopass, their decision to roll back
some of the breaking changes at least makes it possible for me to
upgrade to the latest upstream version without the fear of being locked
in into some gopass-specific format.
Signed-off-by: aszlig <aszlig@nix.build>
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Dumb wrapper around `nix-instantiate` for something I often need.
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Small tool which takes a block of nix options that should produce a
script to run, and then calls the script with the rest of argv
e nix-run { -A foobar } a b c
calls `nix-build -A foobar && ./result a b c`.
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This is a working PoC of specifying module configs as toml
configuration with simple to understand semantics.
Both the option definitions and the actual config values can be
specified via the toml DSL.
This is extremely happy-path for now, so errors are gonna be horrible.
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This has been laying around since a few weeks but instead of just using
a simple shell script wrapper (which I had in the first place), I
decided to directly patch the binary during rC3.
The main reason why I went this route was because in the long run we
want to have a generic implementation we can use to patch all sorts of
games, similar to what we have with monogame-patcher.
So the way the *current* patcher roughly works is by allocating an area
called "compost", which is then used as some kind of abstraction for
allocating code and data to be used for the references/logic that we
need to patch.
The latter involves patching XDG_DATA_HOME into the game and changing
the "/usr/share/factorio" path to use the ones within the store path
($out/share/factorio). Fortunately, Factorio already assumes that
everything within /usr/share/factorio (or our path for that matter) is
read-only, so we don't need to add extra code/conditions specifically to
handle that.
Patching both cases is made possible by patching a third location
(get_executable_name), which tries to get the current executable path
via several methods (using /proc/self/exe, running "ps", ...) at
runtime, which in our case is really unnecessary and a perfect
opportunity to replace the function logic by the hardcoded path and
using the rest of the function for our compost area.
While patching might sound straigtforward, I actually introduced two
little (but hard to debug) bugs, where I'm very grateful to all those
folks (you know who you are) at rC3 who were actually following along
and provided helpful input.
In the long term, the goal is to rewrite the patcher with more elaborate
type information (eg. right now function/opcode information is raw JSON)
and generalise it enough that we can use it to get rid of a few other
wrappers.
Signed-off-by: aszlig <aszlig@nix.build>
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Since the goal of using `e` with argv is interactive execution of
block-style commands from the command line, the use of { and } for
blocks is sub-optimal, since bash (and ostensibly also fish) interpret
them as metacharacters and assign some semantics.
[ and ] on the other hand are not taken (apart from the `[`
executable, which is only relevant in command position and can always
be replaced by the `test` command). So we translate a stand-alone "["
argument to "{" and the same for "]"/"}", giving us a transparent
block syntax.
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Often times I want to execute “block-style” programs directly, but it
is rather inconvenient to type out `execlineb -c "…"` every time, plus
-c wants the argv as a single string instead of an argv.
The alternative, using the block representation with leading spaces,
is even less ergonomic.
So instead of
execlineb -c "nix-run { -A pkgs.profpatsch.e ~/vuizvui } echo hello"
or even
nix-run ' -A' ' pkgs.profpatsch.e' ' /home/me/vuizvui' '' echo hello
I can now write
e nix-run { -A pkgs.profpatsch.e ~/vuizvui } echo hello
and it will work as expected (provided your shell expands inside {}
blocks, which bash does but fish doesn’t for some reason).
If no argument is passed, e falls back to opening a shell prompt.
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One thing that has annoyed me since quite a while but ultimately didn't
fix yet, was that the urgency hint was only set for one millisecond.
I don't know how this would look like in a desktop environment, but in
my environment the corresponding workspace only flashes red and then
turns back to blue (the default color) whenever I get a new message.
Since I do not constantly switch to Psi to check whether there is
something new, I sometimes responded very late to messages even though I
didn't want to (eg. not actively working on something).
Of course, I also don't want to be interrupted when I'm actually in
zone, but luckily the way urgency hints are displayed in my environment
is pretty unobtrusive and there is no flashing, blinking or even sounds.
So the only difference is that I do not need to switch to Psi anymore,
to check whether there are new messages.
Signed-off-by: aszlig <aszlig@nix.build>
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This has been mentioned on Discourse[1] and since I have that game in my
GOG library, I just decided to package it.
I only went to the main menu and didn't actually play it, since I'm
somewhat time constrained at the moment. So this only is "for the sake
of completeness" :-)
[1]: https://discourse.nixos.org/t/nix-expression-for-downloaded-gog-game/10595/7
Signed-off-by: aszlig <aszlig@nix.build>
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This is a common pattern I encounter on a daily basis, which involves
copy & pasting the store path of a failed build to "nix log".
Now the same is just a matter of running "nlast" and we get rid of the
useless copy & paste.
The way we do this does have a small goof: Using mtime (or really any
time, other than atime, which commonly is disabled) is not going to work
if we *repeat* an older Nix build, since this will only change the log
file but the prefix directory will be unchanged.
Since addressing this goof would most likely result in iterating through
*all* log files, I'm not doing it since I think it doesn't occur very
often in practice. If I happen to be wrong on that, we could still go
for the heavyweight solution.
Also, I went for implementing this in Python instead of a shell script,
because the latter would not only be less readable but also way slower
since we need to either fork out for every stat command or use ls and
head to figure out the newest file.
Signed-off-by: aszlig <aszlig@nix.build>
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Recommended by aszlig to switch from module to package.
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No particular reason, other than current Psi version "feeling" too old
and I'm feeling somewhat adventurous.
The usrsctp library is now needed for Jingle, so I added a small build
of it directly from master as well. Who wants old release versions,
right?
Signed-off-by: aszlig <aszlig@nix.build>
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Added this when contributing to a GDScript project and since I know a
few persons who implement their games using Godot, I might need to write
GDScript at some point in the future again, so the syntax highlighting
plugin comes in handy.
Signed-off-by: aszlig <aszlig@nix.build>
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The tex sources are in a different place currently, planning to move
them here once I’ve nixified them sometime in the future.
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Upstream changes:
* New localization: Russian
* GAME: Performance optimizations
* GAME: Faster startup
* GAME: Framerate locked at 60fps to prevent timing drifts
* GAME: Vsync disabled and setting removed due to sync timing issues
* UI: Adjusted some button target visuals for clarity
* UI: Much improved UI performance in online lobbies
* UI: Warning when time-based modes are almost over is more clear
* JOURNEY: Aether's boss shows shields on all body segments instead of
just the head
* JOURNEY: Regen shield time on Carmen stage 6 increased from 0.5s to
0.75s
* UI: Fixed letterboxing shadows in middle of screen
* UI: Localization corrections
* UI: Fixed some text labels' display in Japanese
* UI: Fixed offset scrolling positions in options menus
* UI: Possible fix for blank interface elements (sanity checks when
data loading on startup)
* INPUT: Fixed some instances where control would be lost
* NET: Fix for some disconnection cases when returning to the lobby
after a match
* NET: Fixed degrading network performance as a match progresses
* NET: Fixed online stuttering and hitches after the first round
* NET: Fixed incorrect shot style being set on clients
* NET: Fixed freezing that can occur in Zone Control and Carrier modes
* NET: More accurate framerate-independent timers for online modes
* GFX: Fixed Selene's jump shadow showing in the wrong location for 1
frame
* GFX: Fixed Phoebe instantly showing at her teleport destination for
1 frame
* IRIS: Fixed being able to dash over Djaan-Khe's traps
* EPI: Fixed not triggering footstep effects if activating ability
midway to the next tile
* DJAAN-KHE: Fixed not triggering footstep effects if activating
ability midway to the next tile
The full upstream changelog can be found at:
https://www.sombr.com/pub/SIG/changelog/
Signed-off-by: aszlig <aszlig@nix.build>
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The list of changes is very huge, so here is a *very* small summary for
the 1.4 upgrade:
* There is a new end-game mystery
* Add some more character events
* Add Fish Ponds
* Add a new farm map: Four Corners
* Over 60 new items, some fun, some practical and some powerful
* Add 24 new hairstyles, 181 new shirts, 35 new hats, 14 new pants and
2 new boots
* Junimo Kart has been almost completely re-done
* Sheds can be upgraded to double their interior size
* Add 2 new monsters and 2 new alternative levels to the mines
* Add a new type of upgrade at the Blacksmith’s
* New emote menu for your farmer (default key is Y)
* Lots of Quality of Life improvements
* Your collections tab now keeps track of all the letters you’ve
received
* Add 14 new music tracks
* Hundreds of bug fixes
Here is the full version history with not only the 1.4 upgrade but also
all the patches till now:
https://stardewvalleywiki.com/Version_History
Signed-off-by: aszlig <aszlig@nix.build>
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I already updated the game a while ago, but didn't commit it yet and
since the update has been out since a year, I think it's time to
actually update it here as well (shame on me).
This essentially includes the "new" bounty hunter update from June 2019,
which has a lot of changes.
So instead of including the changelog here, I'm hereby referring to the
upstream release announcement:
https://playstarbound.com/starbound-1-4-bounty-hunter-update/
I also changed the -Werror flag in the preloader to -Wall, since the
errors/warnings we're getting are false-positives:
error: '__builtin_strncpy' specified bound depends on the length of
the source argument [-Werror=stringop-overflow=]
While a warning like this usually is a concern, it's not in our case,
since the size of the destination *also* depends on the length of the
source argument.
Additionally, I changed the test to use the new
networking.interfaces.*.ipv4.addresses option instead of the legacy one
which has been deprecated for ages.
Signed-off-by: aszlig <aszlig@nix.build>
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Another game that I already finished (in less than 400 days obviously)
but haven't yet committed so far.
Signed-off-by: aszlig <aszlig@nix.build>
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I've already packaged both games a while ago and already finished them,
so this is basically to get rid of a dirty Git working tree.
Signed-off-by: aszlig <aszlig@nix.build>
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This is actually needed to build the axbo program, which I have rarely
used during the past years. However, I'm not absolutely sure that I
won't be using this again so I decided to fix it, since all that needed
to be done is take an additional patch from Debian that fixes
compatibility with newer JDK versions.
Since the patch changes configure.in and Makefile.am, we need to
regenerate all the files for autotools as well and since there were old
m4 files laying around I deleted them in preAutoreconf.
Signed-off-by: aszlig <aszlig@nix.build>
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Co-Authored-By: midzer <midzer@gmail.com>
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It was only used for a single use-case, by now all browsers support
this functionality. It’s a pretty heavy dependency for a single use :)
Co-Authored-By: midzer <midzer@gmail.com>
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Version 1.10.X switches the default to new MIME-based format which
breaks interoperability with pass and other implementations.
I'd gladly switch to that format, but the 1.10.0 changelog also
announces plans to remove support for GnuPG and Git in the long term:
> The goal is to remove the support for multiple backends and any
> external dependencies, including git and gpg binaries.
GnuPG and Git support is the reason why I started using pass and
ultimately switched to gopass. If the latter stops being a viable
password manager, switching back to pass will be much harder with the
new MIME format.
There is also an upstream issue[1] about this and while I haven't read
through *all* the comments, other people seem to have similar reasons
for switching to gopass.
So far however I'm not convinced that my use case will have a future
with gopass, so I'll stay at 1.9.x until I've had the time to properly
research other options or maybe even stay with gopass (and go all-in
with the new MIME format).
[1]: https://github.com/gopasspw/gopass/issues/1365
Signed-off-by: aszlig <aszlig@nix.build>
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If we don't have a PID namespace, we're not allowed to mount a new
procfs instance and subsequently get an error (EPERM).
To cope with this, we're now bind-mounting /proc just like the other
pseudo file systems IFF we're not using the CLONE_NEWPID flag.
Signed-off-by: aszlig <aszlig@nix.build>
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While the sandbox was initially written for games, I now use the
implementation for other things, such as sandboxing database management
systems inside "nix develop".
However, both MariaDB and PostgreSQL do not like it very much if for
example IPC is too restricted and if the PID file contains the PID of
the process inside the namespace.
Additionally I always wanted to have a way to enable network namespaces
for games as well, so this is a good occasion to make them configurable.
Of course, since we need the mount and user namespaces to implement our
sandbox in the first place, we can't allow users to disable these
namespaces, but for everything else, we now have a new "namespaces"
attribute.
Signed-off-by: aszlig <aszlig@nix.build>
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Improvements to filterSourceGitignore were made.
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For translations there is a nice web interface called Pontoon[1], which
should it make conventient to edit translations.
However, for developers like me I'd call this quite inconvenient, so I
need a Vim plugin to make it at least more pleasing to look at :-)
[1]: https://github.com/mozilla/pontoon
Signed-off-by: aszlig <aszlig@nix.build>
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While being at it, let's bump the Nix syntax/indentation plugin to the
latest version, since there are a few quirks that were annoying me since
quite a while but I was too lazy to actually fix.
I haven't checked whether the latest version fixes these quirks since I
don't know them on top of my head, but if it doesn't I surely will
stumble on them soon enough.
Signed-off-by: aszlig <aszlig@nix.build>
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So far I had termencoding set to "ascii", because my terminal was only
really able to display ASCII characters and nothing else.
Since this is no longer the case, we can also get rid of this
restriction in my Vim configuration.
Signed-off-by: aszlig <aszlig@nix.build>
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