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* pkgs/santander: Fix path to executableaszlig2018-04-041-1/+1
| | | | | | | | | | | | The actual executable is libexec/travic-sign/travic-sign and not libexec/travic-sign, so let's actually fix this in the native messaging host config file. This is mainly for the sake of OCD, because I'm not using Chromium anymore and manually insert the path (I know, someday[TM] I will automate this). Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/santander: Use Wine stable instead of stagingaszlig2018-04-041-7/+6
| | | | | | | The features that we needed back then are now already in stable, so no need to use staging anymore. Signed-off-by: aszlig <aszlig@nix.build>
* profiles/workstations: Use NixOps from nixpkgsaszlig2018-04-022-38/+0
| | | | | | | | | | This one is an old leftover from where I ran patched versions of NixOps, but nowadays it is already in <nixpkgs>, so no need to keep it around. Other than that, with Hydra now running in restricted eval mode it will run into an eval error. Signed-off-by: aszlig <aszlig@nix.build>
* games/albion: Fix ancient wildmidi against GCC 7aszlig2018-03-072-0/+26
| | | | | | | | | The first error is that there was a case statement fallthrough which was actually unintended and is a bug in the ancient wildmidi used here, while the second one was because of a structure that wasn't initialized to zero before first use. 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>
* games/albion: Add missing patch filesaszlig2018-03-072-0/+81
| | | | | | | These are the patches I forgot to add to 77a0f47d06f3d21b78c7f34a129bc3f75d69fbf7. Signed-off-by: aszlig <aszlig@nix.build>
* games/invisigun-heroes: Update to version 1.6.15aszlig2018-03-021-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | New features: * Localization: Italian * New Cerebrus map: Summit * New Cerebrus map: Yinyang * New Cerebrus map: Polar Express Updates: * CRONUS: Bombs no longer show nearby player indicator * CRONUS: Bomb impact area powers up the longer the target is left out * CRONUS: Bombs briefly show the impact area when a target is marked * CRONUS: Bombs leave soot on the floor which makes players leave a footprint trail * PROTEUS: Scanner drone shocks tagged players 2 times instead of 3 * PROTEUS: Scanner drone re-deploy cooldown also applies to self-destruction * UI: Simplified lobby host info; better readability and presentation * UI: "Join Code" is now known as a "Join Key" * UI: Post-round scoreboard shows Steam nicknames * UI: Post-match stats table headers changed to icons for localization space * UI: Reduced controller vibration in some UI scenes * GFX: Better tile transitions in maps with very different adjacent surface types * GFX: Improved Selene's victory pose sprite * SFX: Subtle audio cue when you first start moving to another tile, as input confirmation Fixes: * CRONUS: Fixed an issue where the center bomb tiles spawned simultaneously instead of staggered * CRONUS: Fixed bomb trails damaging scanner drones by touching their scan radius * GAME: Fixed revealer carrying over to the next round * CARRIER: Fixed carrier ball interactions while players are teleporting * UI: Fixed being able to quickly back out of scenes while they are transitioning in * UI: Fixed "Player Disconnected" popups when remote clients try to join an active match * UI: Fixed spam cooldown indicator still visible when a player dies * UI: Fixed blank lobby region flag when joining a match in "ANY" region * UI: Fixed flag icon showing in lobby when connected via IP * UI: Long controller names are truncated in lobby player selectors * GFX: Fixed pit beasts sorting issues with sand piles * GFX: Fixed y-sorting of Beast Tamer coins * GFX: Fixed y-sorting of some fence posts on Ice Prison * GFX: Fixed map objects showing proper bump FX over network * SFX: Fixed music fade out when exiting challenge mode Full upstream change log: https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt Signed-off-by: aszlig <aszlig@nix.build>
* sternenseemann/logbook: Support newer Angstrongaszlig2018-03-012-4/+4
| | | | | | | | | | | | | | | | | Angstrong doesn't work anymore for OCaml versions lower that 4.03, so let's use version 4.04.2 and fix logbook to cope with the interface changes in Angstrong 0.7.0. I've opened a pull request (sternenseemann/logbook#1) to fix it upstream and also using the commit from the pull request here. This fixes the following evaluation error: in job 'channels.generic': angstrom is not available for OCaml 4.02.3 Signed-off-by: aszlig <aszlig@nix.build> Cc: @sternenseemann
* build-game: Remove installCheckPhaseaszlig2018-02-221-31/+1
| | | | | | | | | | | | This is quite redundant because autoPatchelfHook already scans all shared objects and executables for dependencies and bails out with an error if a dependency isn't found, which is similar to what we're doing in installCheckPhase. Removing this should also speed up builds, especially those with lots of files. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/games/gog: Add Stardew Valleyaszlig2018-02-222-0/+47
| | | | | | | This is quite straightforward and very similar to most other Mono games and even uses XDG directories already. Signed-off-by: aszlig <aszlig@nix.build>
* fetch-gog: Try to login without captchaaszlig2018-02-222-16/+327
| | | | | | | | On some occasions a captcha isn't needed for login (not sure exactly when this is the case), so we really should just log in without it instead of bailing out with an error. Signed-off-by: aszlig <aszlig@nix.build>
* build-game: Properly find sourceRootaszlig2018-02-221-6/+5
| | | | | | | | | | | | | | | | So far we only checked for the source root by checking only one level of directories, so for example if the source code is unpacked into something like "a/b/c" and only "c" contains files, the previous implementation would set the source root to be "a". In addition we didn't do a check on the type of the contents, so for example if the archive contains only *one* file, that *file* itself would be set as the source root and the chdir to that will fail later. What we do now is recursively search through directories in order to find the last directory that does not contain *only* a subdirectory. Signed-off-by: aszlig <aszlig@nix.build>
* games/gog: Add statically recompiled Albionaszlig2018-02-217-0/+697
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | We only fetch the data files from GOG here and use the port from OpenPandora (https://repo.openpandora.org/?page=detail&app=albion_sr) for the main game executable. Instead of using the binaries of the static recompiler, this is completely compiled from source and comes with a few changes in the form of a few patches: config.patch: Hide the mouse cursor and set the default scaled resolution to 1280x960 (the window can still be resized) in the default albion.cfg. error-log-stderr.patch: Whenever an error happens, the game usually creates a file called "error.log", which contains the actual error message. This patch makes sure the file isn't created but the error message is printed to stderr. scons.patch: Fixes a few SConstruct/SConscript files to use the builder's environment, so that it can find executables such as gcc. sdl2.patch: SDL 2 has dropped support for the keysym.unicode field at some point, so use keysym.sym instead. This has the disadvantage that it doesn't recognize key modifiers, so we might want to switch this to use the SDL_TEXTINPUT event. xdg-paths.patch: We want to use XDG_CONFIG_HOME and XDG_DATA_HOME instead of writing everything to one directory, so this patch makes sure that the paths are correctly read depending on whether its an XDG directory or one of the store paths of the game. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/games: Add a basic fetcher for GOGaszlig2018-02-213-1/+283
| | | | | | | | | | | | | | | | | | | | | | | | | | We're in almost the same misery here as with HumbleBundle, because we can't get stable download URLs with manifests for games that have an "os" field of either "windows" or "osx". Unfortunately, this isn't the only hoop we're going to, because similar to the HumbleBundle fetcher, we need to solve a (re)captcha in order to login (and I've been annoyed by countless cars, street signs, roads, busses, store fronts, hills and mountains during development). I tried looking for a way to get an API key similar to what itch.io is doing, but the only mechanism in place is a temporary key which needs to be refreshed using the old key after a while, so it's unsuitable for our case. The code currently is very much _not_ DRY, because a lot of it is copied over and modified from fetchHumbleBundle, especially the captcha solving application. It's really a shame to see the same situation that we have for HumbleBundle in GOG, given that HB is getting less DRM-free games these days and GOG is DRM-free *only* (which is a very good thing). Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/nixops: Update to latest upstream masteraszlig2018-02-181-2/+2
| | | | | | | | | | | A lot has changed since the version I had in here and the current upstream master, so let's get all the new bugs and features :-) Here is a comparison with all the commits that have happened since then: https://github.com/NixOS/nixops/compare/d1907cb1a4defa...eb6d25688a35de Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/profpatsch: add nix-http-serveProfpatsch2018-02-122-2/+14
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* pkgs: Remove autoPatchelfHookaszlig2018-02-103-163/+0
| | | | | | | | | I've pushed this with a few improvements to upstream <nixpkgs> via commit NixOS/nixpkgs@1cba74dfc1541673f91b91c3ab50dbdce43c764a. The original pull request was NixOS/nixpkgs#34506. Signed-off-by: aszlig <aszlig@nix.build>
* build-unity: Properly re-add attributesaszlig2018-02-091-2/+2
| | | | | | | | A few attributes weren't re-added to the actual derivation, so for example whenever we add buildInputs to buildUnity the attribute would be completely ignored. Signed-off-by: aszlig <aszlig@nix.build>
* games/invisigun-heroes: Update to version 1.6.15aszlig2018-02-091-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | New features: * New Cerebrus map: Back to the Future Updates: * RONIN: Slashed players will incur 0.25s of hard stun / push back, and 0.35s of soft stun * PROTEUS: Scanner Drone won't continue to shock dead players * PROTEUS: Next Scanner Drone has a 3s cooldown from the time the last was destroyed (if shot down) * CRONUS: Drop target movement speed increased from 0.17s to 0.15s per tile * CRONUS: Bomb hit time & lingering fire increased from 1s to 1.5s * AETHER: Ground pound hit window is active for 0.25s instead of 1 frame * GAME: Arx-515 teleporters are disabled for 1.25s while being used * GAME: Reduced visibility time after firing from 0.75s to 0.5s * GAME: Slightly reduced replay recording memory usage * GAME: Improved presentation of players visible due to Revealer powerup * GAME: Players are snapped to the nearest tile when firing perpendicular to movement * GFX: Removed FX when revealer ends, which had the potential to reveal real Epi's position * GFX: Clarified readability of some boundaries on Aqueduct * GFX: Powerup parachute drops are slightly transparent until near the ground * UI: Hero Profile demos properly show ability cooldown indicators Fixes: * EPI: Fixed cluster shots from ghost Epi breaking shields * CRONUS: Fixed target disappearing on clients after attempting a drop over a disallowed area * CRONUS: Better drop target local simulation and feel for remote clients * MAPS: Added missing fence posts around holes on Conundrum * GAME: Slightly increased physics step rate to prevent some fast-moving collision misses * GAME: Fixed bumping builder blocks destruction after the reflection shield is already gone * GAME: Fixed potential to get shot in your original spot after teleporting online * GFX: Fixed projectile collision visuals' positions due to high-speed physics * GFX: Fixed projectile collision visuals' positions on network clients * GFX: Fixed exported GIF speeds due to vsync differences * UI: Fixed occasional disappearing in-match pause menu * UI: Fixed Proteus hero profile demo * UI: Fixed insane speed when changing controller setup types using analog sticks * PREFS: custom config file will no longer be reset during updates (after this release) * PREFS: custom config file has option to disable fullscreen FX for strobe-sensitive players Full upstream change log: https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt 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>
* pkgs/openlab/stackenblocken: relax version, fix buildProfpatsch2018-02-091-2/+2
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* 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>
* pkgs/build-sandbox: Zero-pad minor Nix versionaszlig2018-02-021-1/+2
| | | | | | | | | | | In order to do integer comparisons on the Nix version, we need to zero-pad the minor version, so that we always have two digits. Since the change of Nix version 1.12 to 2.0 the minor version no longer has two digits, so we get 20 instead of 112 and when compared the former is smaller than the latter but it has to be the opposite. Signed-off-by: aszlig <aszlig@nix.build>
* auto-patchelf: Error out if dep is unavailableaszlig2018-02-011-0/+5
| | | | | | | | We certainly don't want the builder to succeed if we're missing a dependency, so let's make sure the build is aborted (due to set -e) whenever that happens. Signed-off-by: aszlig <aszlig@nix.build>
* auto-patchelf: Move checkElfDep into buildGameaszlig2018-02-013-8/+7
| | | | | | | | Having a function in autoPatchelfHook that's unused inside the setup hook is a bit of weird, because the actual usage is within buildGame and thus it should stay there for now. Signed-off-by: aszlig <aszlig@nix.build>
* auto-patchelf: Move into pkgs/build-supportaszlig2018-02-015-19/+32
| | | | | | | | | 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>
* pkgs/santander: Update for Wine 3.0aszlig2018-01-312-298/+16
| | | | | | | | | | | | | | | | | The wine-no-unixfs.patch doesn't apply anymore, so we need to get a newer version of the patch now from http://achurch.org/patch-pile/, which is a bit different in that it adds --disable-unixfs as a flag to configure. We don't have autoreconfHook in nativeBuildInputs, so that flag will simply be ignored but unixfs will be disabled regardless because the flag in config.h.in is ENABLE_UNIXFS and it's not defined by default. The reason why I still added it to configureFlags is to prevent enabling it by accident if autoreconfHook should be part of the wine derivation in upstream <nixpkgs>. In addition to that I've made disabling getuid a bit more clear and with a comment about why we need to disable it. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/vim: Remove vimErl pluginaszlig2018-01-091-7/+0
| | | | | | | This one is no longer required and the syntax and indent files are already part of Vim since version 7.4. 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>
* pkgs/sandbox: Check for absolute path in makedirsaszlig2017-11-301-0/+5
| | | | | | | | Though we're already checking the realpath() let's actually make sure that the path begins with a slash, otherwise we'll run into a segfault later when we try to access the second byte of path. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/sandbox: Add handling for XDG_CACHE_HOMEaszlig2017-11-301-19/+15
| | | | | | | | | | | | We only handle XDG_DATA_HOME and XDG_CONFIG_HOME, but we've missed XDG_CACHE_HOME. While the latter is used very rarely as it doesn't matter a lot if it ends up within a tmpfs anyway. However if the cache directory gets pretty large we might run out of space. Not only do we now have proper fallbacks but this also adds tests for all of the XDG environment variables we're using. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/sandbox: Handle mounting of regular filesaszlig2017-11-301-33/+43
| | | | | | | | | | | | | | | While we already have support for mounting plain files, this is done on a very specific basis, mainly the .Xauthority file. Whenever we use bind_mount() and the file is a regular file, mounting that file will fail. So let's actually do a stat on the file and decide whether we want to do bind_file() or bind_mount(). I've stumbled on this because one of the store paths of the run time dependency graph was a plain file and thus the sandbox wrapper was unable to mount it. Signed-off-by: aszlig <aszlig@nix.build>
* build-sandbox: Move to top-level build-supportaszlig2017-11-3012-1/+3
| | | | | | | 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>
* pkg/profpatsch/nman: remove original C implementationProfpatsch2017-11-271-80/+0
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* pkgs/profpatsch/nman: rewrite in golangProfpatsch2017-11-272-3/+140
| | | | | | | Apart from using the go compiler, switch from `nix-shell -p`, which only worked in certain cases, to a `nix-build` with fallback for `man` and default outputs. Thanks to @muesli for the golang intro.
* 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>
* 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
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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>