about summary refs log tree commit diff
path: root/pkgs
Commit message (Collapse)AuthorAgeFilesLines
* pkgs.profpatsch: add nix-genProfpatsch2018-06-252-0/+24
|
* games/gog: Add Overloadaszlig2018-06-222-0/+17
| | | | | | | I have only tested whether loading and saving games works and flew around for about 1 minute in the first mission. Signed-off-by: aszlig <aszlig@nix.build>
* stardew-valley-beta: Update to version 1.3.18aszlig2018-06-191-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | While it would be preferrable to have the current version (1.3.19, which is not available for GOG GNU/Linux users right now), this update at least fixes a few of the more nastier bugs. Fixes for 1.3.12 (22 May 2018): * All players seeing milking messages * Object desync on farm between players * Lighting issue in spa * Clocks becoming de-synced from server latency (now will disconnect player) * Network usage high when NPCs moving * Delay when using bombs * Hidden mines ladder to skull cavern * Erroneous thunderstorm weather forecast in summer Fixes for 1.3.13 (24 May 2018): * Added separate chests in the mines for each player * Fishing tent control lock up * Duplicate cursors in minigames * Crashes buying furniture * Freeze ups when fishing during events * Crash caused by ordering a building construction the day before a festival * Crash breaking certain objects in the skull cavern * Horse-related bugs with movement between screens/clipping Fixes for 1.3.14 (25 May 2018): * Re-enabled moving & demolishing buildings in multiplayer (although only host can do it) * Staircases appearing at the bottom of the mines * Mermaid show not playing if volume is muted * Added a quest to hint at the magnifying lens * Crash when selling lots of items to Pierre / through the shipping bin Fixes for 1.3.15 (30 May 2018): * Bundle menu is usable for clients outside of the community center * Break-up event has been made less harsh * Crash upon returning to a level of the mines with a chest, after having just been in it * Machines breaking themselves sometimes when you're near torches * Crash caused by attempting to load a quest that hasn't been localized yet * Monster cries being heard outside of the mines Fixes for 1.3.16 (05 June 2018): * Client 'introductions' quest tracking the wrong number of villagers * Cabin fridges emptying when host reloads * Secret Santa assignments changing * Items missing from festival shops playing in Chinese * Fishing tackle traded breaking after one use * Tree seeds not harvestable in multiplayer * Spouse position issues * Players stuck in wall after Emily's 10 heart event * Wallpaper/Floors vanishing and resetting * Host and client don't sync if a ladder or shaft spawns * Slimes aggroing player during secret woods event * Horse becomes unmountable after entering a new location * Horses vanish when jumping between two quickly Fixes for 1.3.17 (07 June 2018): * Farmhands not able to interact with bundles inside community center * Farmhand tools disappearing after logging out while being upgraded * Museum donations disappearing * Farmhand profession sale bonuses not applying * Artifact donation message appears in English for all languages * Profit margin mistranslated in German * Character names appearing in English while playing non-English character languages * Unable to walk through animals while inside a building * Bug which could make farm animals disappear * Baby gender assignment issue for player/player newborns This releaso also contains a new feature: * Invite code now copyable to clipboard Fixes for 1.3.18 (12 June 2018): * Active players can cancel new player creation for farmhands * Mouseover hover missing for buffs * Horse footsteps using wrong sounds * Crash whenever Marlon's name is used * NPCs end of route animation playing at double speed for clients * NPC positions not syncing at end of route animations (multiple NPCs) * Extra tools spawning overnight if another player has them * Gift giving not properly resetting after upgrading from 1.2 to 1.3 * Mistranslated pt-br seed disc saying to plant in winter * Spa sign in English while playing in Chinese * Proposals cannot be canceled * Fishing rod event not triggering for farmhand * Machines producing 'empty' products Signed-off-by: aszlig <aszlig@nix.build>
* games/gog: Add Party Hardaszlig2018-06-142-0/+17
| | | | | | | | | Packaging is pretty straightforward, because it's a Unity3d game and we have a build hepler for that. Upstream site: http://www.tinybuild.com/partyhard Signed-off-by: aszlig <aszlig@nix.build>
* games/albion: Temporarily fix loading of libGLaszlig2018-06-101-2/+6
| | | | | | | | | | | I think this has te be fixed in <nixpkgs>, because SDL2 loads libGL at runtime using dlopen(), but recent changes have been made so that libGL.so is no longer in LD_LIBRARY_PATH on NixOS by default. So until then, let's set SDL_OPENGL_LIBRARY, so that SDL2 will load it from that path directly instead of searching in LD_LIBRARY_PATH. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/sandbox: Handle store paths that are symlinksaszlig2018-06-091-0/+63
| | | | | | | | | | | | | | | For example the store path of libGL-1.0.0 is a symlink pointing to libglvnd-1.0.0 right now on my machine. If we have such a symlink the sandbox would just silently skip it and only mount the *resolved* path instead of creating the symlink leading to the target. Now whenever bind_mount() with the resolve argument being true is used, we create all the symlinks leading to the target path determined by realpath(). Signed-off-by: aszlig <aszlig@nix.build>
* games/albion: Fix build with Automake 1.16aszlig2018-06-091-1/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This has been broken since a while when Automake 1.16 was introduced in NixOS/nixpkgs@e0c155e26b6a73bba06d6f2ced12bd4bcb0d6503. The upstream WildMIDI project has since moved to CMake and the patches from the static recompilation project haven't been ported to a newer version, so we're stuck with the Automake variant. Fortunately, the fix is rather easy and it's more obvious when you look at the changelog of Automake 1.16: The 'subdir-object' option no longer causes object files corresponding to source files specified with an explicit '$(srcdir)' component to be placed in the source tree rather than in the build tree. For example, if Makefile.am contains: AUTOMAKE_OPTIONS = subdir-objects foo_SOURCES = $(srcdir)/foo.c $(srcdir)/s/bar.c $(top_srcdir)/baz.c then "make all" will create 'foo.o' and 's/bar.o' in $(builddir) rather than in $(srcdir), and will create 'baz.o' in $(top_builddir) rather than in $(top_srcdir). So all we need to do is strip off the absolute pathname of libWildMidi.la/libWildMidiA.la and the build passes. Signed-off-by: aszlig <aszlig@nix.build>
* games/gog: Add World of Xeenaszlig2018-06-092-0/+124
| | | | | | | | | | This is the result when you combine Might and Magic 4 and 5 and ScummVM very recently got support for that. See http://scummvm.org/news/20180501 for the announcement. So we're wrapping the game using latest git version of ScummVM. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/gopass: Rebase patches against version 1.7.1aszlig2018-05-272-14/+14
| | | | | | | | | The patches are basically the same but only the files were moved to a different place in the upstream repository. Tested building and execution. Signed-off-by: aszlig <aszlig@nix.build>
* games/invisigun-heroes: Update to version 1.6.71aszlig2018-05-241-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The hotfix release 1.6.71 contains the following fixes: * UI: Fixed sorting of UI dialogs when in-match * UI: Fixed missing Chinese translation for training menu label * UI: Fixed resolution "free" label value change when changing languages New features in version 1.6.70: * New localization: French * New localization: Chinese * UI: Language selector is presented on first launch * UI: Some title screen layout adjustments for localization (complete reskin later) * CRONUS: Finally has a unique victory pose (like the rest of the cast) Fixes in version 1.6.70: * GAME: GIF export files are properly closed when canceling * GAME: Fixed empty powerup crate falling once on clients if all powerups are disabled * GAME: Fixed not being able to split shots on clients if projectile is already destroyed on the host * GAME: Fixed possibility for two projectiles to create a blast barrier instead of hitting objects * GAME: Fixed missing left ember spawner on The Catacombs * GAME: Random map is refreshed when returning to the lobby from a match * GFX: Fixed the tint of Epi's ghost in his victory pose * UI: "Keyboard" is now properly localized on player selectors * UI: Fixed potential for game to stall if localized text parsing fails in some edge cases * UI: Better spacing in GIF end cards for multi-line Steam usernames * UI: Fixed Connect button being selected after removing IP digits using the GUI * UI: Various minor layout fixes for different locales * UI Fixed ready up indicator minor scaling issues * AUDIO: Fixed replays always playing SFX at max volume * EPI: Fixed ghost Epi getting hit instead of real Epi if standing in the same spot Full upstream change log: https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/profpatsch: update Droopy forkProfpatsch2018-05-231-2/+2
|
* games/stardew-valley: Mark beta as lowPrioaszlig2018-05-191-1/+3
| | | | | | | This is to make sure that noone accidentally installs this either via "nix-env -i" or via "nix-env -u". Signed-off-by: aszlig <aszlig@nix.build>
* games/stardew-valley: Add multiplayer betaaszlig2018-05-192-7/+37
| | | | | | | | | | This adds version 1.3.11 of the ongoing multiplayer beta, so it can be conveniently installed via Nix :-) I haven't tested this a whole lot, only started a new farm, walked around and that's it. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/fetch-gog: List more download typesaszlig2018-05-191-1/+1
| | | | | | | | | | | So far we only showed the main installer packages that are available for a certain game. However there are other things such as downloadable content and related products that we might be interested in. I needed this mainly because the Stardew Valley beta download is listed as bonus content. Signed-off-by: aszlig <aszlig@nix.build>
* games/stardew-valley: Add libGL to LD_LIBRARY_PATHaszlig2018-05-171-1/+2
| | | | | | | | | | | I haven't bisected this to know the exact commit that made this change necessary, but it might be that SDL2 now no longer propagates libGL anymore. If this is the case for other games as well, I might want to do a bisect, but for now let's just fix it. Signed-off-by: aszlig <aszlig@nix.build>
* games/liads: Add sandbox path for XDG_DATA_HOMEaszlig2018-05-171-1/+3
| | | | | | | Unlike the other Unity3D games, LIADS writes settings and save files to XDG_DATA_HOME, so we need to add it to the required sandbox paths. Signed-off-by: aszlig <aszlig@nix.build>
* games/liads: Update to version 1.4.5 (2018-04-27)aszlig2018-05-061-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Changes since version 1.3.2 (2016-01-20): 1.4.5 (2018-04-27) * Removed Google Analytics. * macOS build now supports 64-bit. * Minor localization fixes. 1.4.4 (2016-09-07) * XInput now enabled by default on Windows (bypasses some controller problems with Windows 10 Anniversary). * Fixed phantom inputs when using XInput. * Fixed -debuginput launch option not working when XInput is enabled. * Added -disabledpad launch option to disable default mapping of the d-pad. * Updated input device profiles. 1.4.3 (2016-07-22) * Added debug option to get more information about attached controllers (available by launching with the argument "-debuginput") * Updated input device profiles 1.4.2 (2016-07-12) * Better handling of unrecognized controllers * Better support for the Steam Controller on Mac 1.4.0 (2016-05-12) * Four player support! * New playable character skins * Difficulty balances * Automatic support for many controllers (including PlayStation controllers) with no need to manually remap buttons * Support for XInput controllers and rumble (Windows only) * Displays PlayStation button prompts when using PlayStation controllers * Better compatibility with non-standard controllers * Steam Cloud saves are synced cross-platform * Ability to cap frame rate when vsync is disabled Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/vim: Don't autoalign Ledger files anymoreaszlig2018-05-021-2/+1
| | | | | | | | | | | I've introduced this in 45aab49b33ab2cd4c327b996d6924f104b038193. It turns out that autocomplete_and_align when leaving insert mode is more annoying than useful, because first of all I use hledger and it's syntax additions and second I also use different currencies, which then get aligned and autocompleted into "something with EUR". Signed-off-by: aszlig <aszlig@nix.build>
* machines/labnet: comment out stackenblockenProfpatsch2018-05-011-1/+2
| | | | | Not used at the moment (but might be in the future) and needs module import fixes.
* pkgs/sandbox: Fix and pass through .desktop filesaszlig2018-04-291-0/+8
| | | | | | | | | | | | | | Since the introduction and move of a few packages to use the sandbox, we no longer have XDG desktop entries, because the sandbox only creates wrappers for all programs in $drv/bin. This now also copies the XDG desktop files and replaces absolute paths to binaries to refer to the sandboxed binaries. I also modified the test to go through the XDG desktop file by default so we can ensure that this works properly. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/aszlig: Add gopass with custom patchesaszlig2018-04-294-1/+47
| | | | | | | | | | | I only want gopass to use ASCII symbols. This is something I already hated in pass, but I never changed it. By switching to gopass now, it's a great opportunity to change it. Second, I use "less -R" as a pager, which supports color so there really is no need to disable colors before piping it to my pager. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/grandpa: Only build for x86_64-linuxaszlig2018-04-291-0/+2
| | | | | | | | The build for i686-linux has been failing for a while and the program is actually only used on x86_64-linux machines, plus I'm not maintaining it anymore. Signed-off-by: aszlig <aszlig@nix.build>
* games/starbound: Add libGLU as dependencyaszlig2018-04-251-3/+3
| | | | | | | Starbound not only needs libGL but also libGLU, so let's actually include that dependency in its combined form (libGLU_combined). Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/vim: Enable folding for Ledger filesaszlig2018-04-231-0/+2
| | | | | | | | My main hledger file already contains a lot of entries even though I just started using hledger, so folding all of that crap away seems to be a good idea. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/vim: Add a few exceptions for sleuthaszlig2018-04-231-0/+5
| | | | | | | | | | | | | | | | | | | | This has annoyed me for a while now, especially when writing Haskell code. Let's say if I have something like this: foo :: Num a => a -> a foo a = b where b = a + 1 Sleuth will detect that the indentation level is 2 spaces, but in reality what I want is to have it at 4 spaces. So turning off Sleuth will solve that problem, especially because we can still invoke it manually. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/vim: Add plugin for Ledgeraszlig2018-04-231-1/+20
| | | | | | | | | | | The plugin really is for Ledger instead of hledger, but both should be compatible with the syntax. If we use something that's not compatible we can still patch it in. I also set the default currency to Euro and added an auto-align after leaving insert mode because I'm lazy ;-) Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/games: Replace usages of mesa with libGLaszlig2018-04-2113-25/+25
| | | | | | | | | | | | | This has been changed in NixOS/nixpkgs@6bf1421f13d667c2997b67728cf777c6, so let's change it here as well. Quote from the mentioned commit: Implement libGL as a symlink package which uses libraries from libglvnd and headers from Mesa (since ones from libglvnd are outdated). Signed-off-by: aszlig <aszlig@nix.build>
* games/invisigun-heroes: Update to version 1.6.50aszlig2018-04-201-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | New features: * UI: Player colors are changeable in the lobby for the match * UI: Available powerups can be customized in match setup * UI: Exported animated GIFs have an end card with the winning hero, date, and Steam name Updates: * PROTEUS: Scanner drone shock count reverted to 3 pulses instead of 2 * CRONUS: Bomb drop speed increased from 10 to 12 * CARMEN: Blocks take 3 bumps to remove the reflector shield instead of 5 * CARMEN: Max simultaneous blocks reduced from 3 to 2 * CARMEN: Spam detection time window increased from 0.5s to 0.75s after placing a block * PHOEBE: Phoebe can't teleport back for 0.25s after teleporting * RONIN: Spam count reduced from 3 to 2 slashes before cooldown sets in * GAME: Guardians deploy from powerup pickup position * GAME: Land Grab default time limit reduced from 150s to 90s * GAME: Birds will scatter from Aether's pound and Cronus' bombs * GAME: More heroes can reliably buffer the next shot during their ability * NET: Host join key is persistent for the entire game session if the region is the same * NET: Last client join key used is saved for the session * UI: Guardian shows an indicator over targeted players when they are visible * UI: Title & Invisigun electricity FX don't continue forever * UI: Initial player choice is consistent (always begins on Selene) * UI: Custom phrases show an indicator on the victory phrase dialog * UI: Changed training pause label from "Exit" to "Menu" * UI: Updated victory phrase character presentation * UI: Lobby hero selectors show a loading spinner until they're ready for input * UI: Improved some powerup icons * UI: Added some icons to options buttons * UI: Smoother and more accurate replays and exported GIFs * UI: Even faster animated GIF exporting * UI: Replay GIFs show connection strength for online matches * UI: Better mini powerup icons on the scoreboard * SFX: Updated map loading audio cue * GFX: Power shots have a subtle animation on the front of the projectile * GFX: Softer rolloff for lighting fx Map updates: * The Conundrum: layout adjustments * Polar Express: minor tile swap, fewer ember spawns from the edges Fixes: * CARRIER: Fixed some bumping and positioning issues * SELENE: Selene can't evade scanner drone detection by jumping anymore * SELENE: Fixed not being able to buffer a shot after a double jump * CRONUS: Fixed issues with bomb trail timings when the game is paused * CRONUS: Fixed drop target stopping when bringing up the match menu during an online game * CRONUS: Fixed soot tracks sometimes showing up where a player was before stepping into soot * PHOEBE: Fixed proper destruction of projectiles teleported under mine carts * PHOEBE: Added some failsafe checks to prevent Phoebe getting shot immediately after teleporting online * PHOEBE: Potential fix for getting shot right after teleporting online * EPI: Fixed real Epi disappearing from spectator view & replays while ghost Epi is teleporting * EPI: Fixed possibility for remote client Epi to teleport to ghost's position on button mash * EPI: Fixed ghost Epi not leaving soot prints from Cronus' bombs * IRIS: More accurate powerup pickups while dashing online * IRIS: Fixed occasional failure for client dashes to work properly on remote connections * IRIS: Fixed occasional inability to dash through proximity doors * RONIN: Fixed some slash FX not showing up for remote clients * GAME: Fixed incorrect bot showing victory pose * GAME: Guardians could destroy the wrong shots if the original target was already destroyed * GAME: Fixed potential for mine carts to get stuck against some rocks * GAME: Fixed conveyor belt speed and player positioning due to physics timestep changes * GAME: Potential fix for projectiles sometimes stalling * GAME: Powerups don't repeatedly drop while the match is inactive * GAME: Fixed potential for projectiles to sometimes ricochet in diagonal directions * GAME: Fixed potential for two orthogonal projectiles to sometimes create diagonal cluster bombs * GAME: Fixed players not being able to get hit by their own split shots * GAME: Fixed players being invulnerable to their own cluster shots * GAME: Improved accuracy of cluster bomb spawn location * GAME: Fix for hitting your own resisted shots if walking into them with lag * GAME: Fixed an issue causing short stun times canceling existing, longer stun times * GAME: Fixed occasional possibility for players to be invisible during respawns or round resets * UI: Navigating back from Match Setup after arriving from Host a Match returns to Join Scene * UI: Fixed incorrect "up" controller label on player selectors in lobby * UI: Fixed traning pause menu input label when switching between keyboard and controllers * UI: Fixed spectator replay controls when switching between keyboard and controllers * UI: Fixed flickering UI elements on instant replay following export of GIF * UI: Fixed erratic replay lengths, playback, timing and GIF exports depending on device specs Full upstream change log: https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt Signed-off-by: aszlig <aszlig@nix.build>
* Remove my patched version of Gajim everywhereaszlig2018-04-042-35/+1
| | | | | | | | | | | | | | | | | | The config.patch doesn't apply for Gajim 1.0 anymore anyway, so let's throw everything away, including my custom config in order to start with a new abomination. With the new approach, I'm going to patch the configuration defaults *directly* into Gajim, because one of the problems with the old approach was that whenever specifics about a configuration value has changed, I didn't get noticed by a patch failure. So in the end the config I was ending up was a big mess. I'm going to start this with a new unpatched version and someday get to a patched version that I'm staisfied with... hopefully ;-) Signed-off-by: aszlig <aszlig@nix.build>
* 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
|
* 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
|