| Commit message (Collapse) | Author | Age | Files | Lines |
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Jinja2 seems to be quite popular these days for all sorts of templates,
so let's actually use the syntax file from the actual Jinja2 package.
Signed-off-by: aszlig <aszlig@nix.build>
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Unfortunately, I need to deal with PHP code occasionally, so let's make
syntax highlighting less painful.
I'm not sure why the option is called PHP_vintage_case_default_indent,
but I prefer case statements to be indented.
Apart from HTML/SQL syntax highlighting within PHP strings, I also want
to prevent short open tags, so that whenever I stumble on code using it
I can immediately fix them.
Signed-off-by: aszlig <aszlig@nix.build>
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If we're on a machine with remote builds enabled, we'd like to prefer
not having our login credentials to be pushed on a remote server.
We of course also don't want the actual games to end up on a different
machine, so let's use preferLocalBuild to avoid this.
Unfortunately avoidance is not at any cost, because if we for example
use a different system attribute, it might be built on a remote machine
nevertheless. Ideally there would be something like "forceLocalBuild",
which avoids remote builds at any cost.
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @Profpatsch
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I had this laying around for quite a while but haven't committed it yet,
so I decided to update VCMI to the latest master version.
Instead of using the "mp3" directory in the game assets, I decided to go
for "music" instead, because all of the files within that directory are
actually Ogg Vorbis and it's the game's music.
Another thing I've changed is that the launcher now uses execl() instead
of QProcess::startDetached, because the latter doesn't work very well
with our sandbox and will subsequently cause the client to be killed.
Signed-off-by: aszlig <aszlig@nix.build>
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This introduces the arena in Rhombus Square, which was previously
closed, as a major update.
The full release announcement can be found at:
https://www.radicalfishgames.com/?p=6772
Apart from the arena update here are the rest of the changes:
* Finally fix "Wet Work" quest softlock
* New Arena tab in Statistics Menu
* Introduce pets
* A new quest can be found in Sapphire Ridge
* A new quest in Ba'kii Kum
* New challenges available for the Turret Defense Quests
* New equipment and trade offer in Rhombus Square
* More guest role NPCs here and there
* Remove "Save FIle" version from the save/load menu
Signed-off-by: aszlig <aszlig@nix.build>
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So far if the login credentials were wrong, you get something like this:
Traceback (most recent call last):
File "/nix/store/...-fetch-gog.py", line 113, in <module>
GogFetcher(sys.argv[1], sys.argv[2], sys.argv[3]).fetch()
File "/nix/store/...-fetch-gog.py", line 15, in __init__
self.login()
File "/nix/store/...-fetch-gog.py", line 28, in login
auth_code = parse_qs(urlsplit(browser.get_url()).query)['code']
KeyError: 'code'
This is isn't very helpful and might hint that there is something wrong
with the fetcher. Of course, if GOG would change their login interface
and no longer expose the "code" query string item, it might still say
login failure, but right now we don't have a better way to detect it.
At least if we get a login failure with a login that has been working so
far, we know something has changed upstream :-)
Signed-off-by: aszlig <aszlig@nix.build>
Reported-by: @Profpatsch
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Upstream changes:
* Add a couple of new quests, new NPC dialogs and a few small details
here and there
* Finish the "A Promise is a Promise" quest line
* The Last Minute Heroes guild headquarters is finally open to
everyone, with a new quest
* New consumable item is now dropped by the Moon bugs in Sapphire
Ridge
Signed-off-by: aszlig <aszlig@nix.build>
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First working mockup of a dhall Haskell API that can read files of
the (normalized) form
```
\(CustomType: Type) ->
\(AnotherType: Type) ->
…
```
and set their actual representation on the Haskell side.
This has various advantages:
- dhall files still type check & normalize with the normal dhall
tooling, they are standalone (and the types can be instantiated from
dhall as well without any workarounds)
- It can be used like the default `input` function, no injection of
custom symbols in the Normalizer is reqired
- Brings this style of dhall integration to Haskell, where it was only
feasible in nix before, because that is untyped
The dhall types can be instantiated by every Haskell type that has an
`Interpret` instance. The “name” of the type lambda variable is
compared on the Haskell side with a type-level string that the user
provides, to prevent mixups.
TODO:
- Improve error messages (!)
- Provide a way to re-use the type mapping on the Haskell side, so
that the returned values are not just the normal `Interpret` types,
but the mapped ones (with name phantom type)
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The battery life is displayed as an [sft] timespan.
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Enables us to run nix *inside* of a sandbox.
We have to mount the whole store, because otherwise realized store
paths built inside of the sandbox are not accessible.
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Since we want to create a transparent sandbox, returning the same exit
code as the wrapped process is very important.
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First version of a way to build s6 services using `dhall-to-nix`.
Includes a small library that formalizes the tables in `man 7 signal`.
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A set of utilities to generate and query a git commit index, which is
a database that knows which revs (that is: commits) are in which git
repository. That way we can query for the project that contains a
commit and show them, e.g. with xdg-open.
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So far I mostly used this implementation for the games we have packaged,
where we pretty much patch out all commands that execute external
programs.
However in order to be useful in a more generic way, it makes sense to
provide a /bin/sh implementation, especially when you have to deal with
scripting languages.
I'm using dash here, because it's a more minimal implementation rather
than the default shell (bash) we use in nixpkgs and it practically only
needs to be able to run constructs like "/bin/sh -c foo".
Signed-off-by: aszlig <aszlig@nix.build>
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Upstream changes:
* Improved performance in locations with lots of light sources (e.g.
torches).
* Improved performance on farms with lots of animals.
* Tweaked new "H" health icon.
Upstream bug fixes:
* Fixed multiplayer visual glitch when another player uses a tool and
then starts moving in a new direction.
* Fixed "fishing stance" visual glitches in multiplayer.
Signed-off-by: aszlig <aszlig@nix.build>
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I checked the archives against the previous versions and the contents
match, however the archives themselves had differences with the file
order so the hashes are different now.
In the long term, we probably should use fetchzip instead so we don't
get a hash mismatch if none of the actual contents change.
Signed-off-by: aszlig <aszlig@nix.build>
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The use of mono50 was just an old relic where I was debugging some issue
with a game, but I used it as a template for packaging other games, so
it spread throughout the code base.
I've tested all these games just to make sure they still work with the
latest version.
Signed-off-by: aszlig <aszlig@nix.build>
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The "Product" model expects to have a "supports_canonical" attribute in
the JSON Product object, which since a while is no longer there.
We really don't need that attribute for our purposes, so we can simply
drop the line where we do the lookup.
Signed-off-by: aszlig <aszlig@nix.build>
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The object in question to get the response from the Recaptcha widget is
now called "grecaptcha" instead of just "captcha" and the method to call
now is also called "getResponse" instead of "get_response".
Another change is that the grecaptcha object isn't available immediately
once the page is loaded, so I added a try...catch loop for that. I know
it's evil to do that, but I tried to check just for whether grecaptcha
is available and then call the getResponse method but found out that
during object construction there is a small time window where
getResponse is available but isn't a callable method.
There is still another issue with the HB fetcher, but the first step is
hereby fixed.
Signed-off-by: aszlig <aszlig@nix.build>
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If taalo-build is used on a Nix expression returning multiple
derivations either by a list or an attribute set, nix-instantiate will
return multiple paths.
Quoting the argument to "nix-store -r" however will pass the newline-
separated files returned by nix-instantiate as one big file name, which
in turn causes the realize to fail.
Removing those quotes doesn't have this problems and we also don't get
into trouble because those paths are under our control and don't contain
spaces or tabs (which would then be splitted by the shell).
Signed-off-by: aszlig <aszlig@nix.build>
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Since add_DT_NEEDED_for_dynamic is no longer the default for ld[1],
we'll get a linking error like this:
nix-query.o: undefined reference to symbol '_ZNK3nix5Store22followLinksToStorePathERKNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEE'
Unfortunately, the only way to work around this without re-enabling the
same flag is directly specify dependencies we really *should* not need
to specify because they're a transient dependency of libnixmain.
So for now I'm reverting back to the previous behaviour with
--copy-dt-needed-entries until I got time to look into it in detail.
From the ld(1) manual page:
--copy-dt-needed-entries
--no-copy-dt-needed-entries
This option affects the treatment of dynamic libraries referred to
by DT_NEEDED tags inside ELF dynamic libraries mentioned on the
command line. Normally the linker will add a DT_NEEDED tag to the
output binary for each library mentioned in a DT_NEEDED tag in an
input dynamic library. With --no-copy-dt-needed-entries specified on
the command line however any dynamic libraries that follow it will
have their DT_NEEDED entries ignored. The default behaviour can be
restored with --copy-dt-needed-entries.
This option also has an effect on the resolution of symbols in
dynamic libraries. With the default setting dynamic libraries
mentioned on the command line will be recursively searched,
following their DT_NEEDED tags to other libraries, in order to
resolve symbols required by the output binary. With
--no-copy-dt-needed-entries specified however the searching of
dynamic libraries that follow it will stop with the dynamic library
itself. No DT_NEEDED links will be traversed to resolve symbols.
[1]: https://github.com/NixOS/nixpkgs/commit/bcfe7af84b3628a31bfcc43dde30fc553a73adac
Signed-off-by: aszlig <aszlig@nix.build>
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I refactored the two tools a while ago but eventually rendered
taalo-realize useless, because it doesn't copy the derivation to realize
to the remote host.
This is done now, plus the taalo-build command now makes sure that we
instantiate on the local machine, thus speeding up builds a lot (except
maybe if the local host is under very high load).
In addition I added an indirect gcroot inside a temporary directory, so
that we don't get into a race condition when garbage collecting between
instantiate and realize.
Instead of nix-copy-closure, I now use "nix copy", which properly
supports the ssh-ng store backend. However I didn't use "nix build" and
friends, because these commands still lack a few features.
Signed-off-by: aszlig <aszlig@nix.build>
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This update contains mostly Steam-related changes, which are not
relevant to the GOG version.
However here are the changes that affect us:
* The plaza of the Last Minute Heroes HQ can be entered and it
includes the first few statues! The interior is still closed off,
but it will open up with the next update.
* There are a few more NPCs in CrossWorlds including a new cameo guest
role somewhere in Bergen village.
* The new stat "Time played with Assist Mode" was added to the
Statistics menu.
The full upstream blog post can be found at:
http://www.radicalfishgames.com/?p=6520
With this update a bunch of different Greenworks[1] versions are now in
a new "modules" subdirectory, which I removed because they contain
native code for interfacing with Steamworks. This doesn't apply to us,
so let's actually make sure that this code never runs by removing the
modules directory entirely.
[1]: https://github.com/greenheartgames/greenworks
Signed-off-by: aszlig <aszlig@nix.build>
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With other games we already use dashed delimiters, so it's more
consistent to also use them for "The Bridge".
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @layus
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This adds the games Epistory and The Bridge to our games collection,
packaged by @layous (thanks a lot).
I don't own these games, so I can't really test them, but from looking
at the code they look fine to me and even if they'd break it would still
only affect the games in question and not other games.
Merges: https://github.com/openlab-aux/vuizvui/pull/19
Merges: https://github.com/openlab-aux/vuizvui/pull/20
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Upstream changes:
* Optimised network performance.
* Added more ways for the host to unpause the server (by pressing ESC,
B, Back).
* Added alternative way to show the chat box (press right stick button
on a controller).
* Added internal changes for modders (should have no effect on vanilla
gameplay).
Upstream bug fixes:
* Fixed slimes not pouncing correctly.
* Fixed items-crafted stat being 0 after loading a file until you
craft something again.
* Fixed rabbit's foot not affecting the breakup scene in non-English
language modes.
* Fixed some rare tool-related crashes in multiplayer.
* Fixed an audio-related crash often caused when using bombs.
* Fixed Junimos dropping crops on the floor instead of collecting
them.
* Fixed NPCs walking through the saloon doors.
* Fixed a few rare-ish crashes that can occur when connecting to
another player's game.
* Fixed eye color being reset to brown after reloading.
* Fixed inability to use rod / slingshot in festival minigames.
* Fixed the title menu back button being hidden behind submenus.
* Fixed inability to move after receiving a gift at the Feast of the
Winter Star.
* Fixed crash when saving after the game adds Lewis's shorts to
Marnie's house.
* Fixed crash viewing the map when another player is in certain
events.
* Fixed "double sound" when using singing stone.
* Fixed a Geneva Convention violation (by replacing red crosses in
graphics).
* Fixed clicks on the chatbox not being registered when the game is
paused.
* Fixed players sometimes walking off in a straight line through all
terrain when they get disconnected.
* Fixed babies sometimes spawning in houses that don't belong to the
parents.
* Fixed the potential for overnight events to cancel or skip a wedding
event.
* Fixed a desync that could occur if a player tried to get into the
casino after a different player has removed the bouncer.
* Fixed players able to simultaneously build overlapping farm
buildings.
* Fixed only one player being able to get the dark talisman.
* Fixed the inability to place donated items on the bottom two rows of
the museum.
* Fixed farmhands being unable to pick up items they dropped in
festivals.
* Fixed Pam's upgraded house interior event not happening.
* Fixed visual glitches caused by triggering a shared event
simultaneously with the return scepter.
* Fixed softlock caused by mistaken ability to use daggers during
events.
* Fixed players all receiving the same personal overnight events on
the same day (e.g. spouse asking if you want a baby).
* Fixed attempting to demolish cabins of abnormally disconnected
farmhands causing the cabin to be destroyed after you leave the
buildings menu.
* Fixed farmers getting stuck in the fishing casting animation after
picking up someone else's rod.
* Fixed host sometimes appearing stuck using tool in shared events.
* Fixed softlock when you play the Journey of the Prairie King past
2am.
* Fixed glitched chest lid appearing when you destroy a cabin.
* Fixed duplicate songs in the jukebox.
* Fixed only one player's glow ring working at a time.
* Fixed farmhands not being able to see each others' bundle changes.
* Fixed bug causing some players to become married to two other
players in 3-4 player farms.
* Fixed player sometimes getting stuck in bed after another player got
in and then back got out.
The official blog post announcing this release can be found at:
https://stardewvalley.net/1-3-32-small-bug-fix-patch-released-on-pc-today/
Versions between 1.3.28 and 1.3.32 were all beta versions, the details
about those can be found in section "Beta Versions (1.3.29-1.3.32)":
https://stardewvalleywiki.com/Version_History#1.3.32
Signed-off-by: aszlig <aszlig@nix.build>
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Upstream changes since version 1.6.100:
* UI: Lobby chat messages don't reset the auto countdown timer for
Guest Edition matches
* NET: Increased connection and idle timeouts to prevent
disconnections in some high latency cases
Full upstream changelog:
https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt
Signed-off-by: aszlig <aszlig@nix.build>
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This includes upstream release version 1.6.97 and 1.6.100, the latter
being mainly a bugfix release.
Version 1.6.100 contains the following changes:
* UI: Fixed display of waiting-for-more-players time for Guest Edition
* UI: Fixed soft lockup that could occur when randomizing player bot
selections
* UI: Fixed edge case that could cause the match to not fade in (black
screen)
* UI: Italian localization updates
The major update however is version 1.6.97, which contains the following
changes:
New features:
* New powerup: Ability Boost
* UI: You can choose an emote to display on the scoreboard after you
die
* UI: You can now edit the match settings without leaving the lobby!
* UI: Dualshock 4 lights reflect in-game player colors (except via
Bluetooth on Mac)
* NET: Online matches will auto start from the lobby after 30s of
inactivity
* NET: All matches will auto return to the lobby after 30s of
post-match inactivity
Updated features:
* Land Grab: Markers appear a little bit faster when you've reached a
tile
* The Conundrum: Some map layout adjustments
* NET: Better selection of open UDP ports
* NET: Remote players option is now 3 choices: None (local only),
IP/LAN, or Online
* UI: Unified inputs for all pause- and context-menu interactions
(Start/ESC to toggle, Fire to interact)
* UI: Better render texture selection for screen recording depending
on platform
* UI: Loading indicator in lobby shows when match is preparing to
start
* UI: Most menus and options now wrap vertically and horizontally when
navigating
* UI: Map selectors show an indicator for how many maps there are &
which you are on
* UI: Updated Cerebrus planet look
* UI: Unified lobby actions menu and start match behavior / inputs
* UI: Hero profile demos updated; some have a second player to show
ability interactions
* GAME: Improved handling to protect against saved data corruption
* SFX: Increased buffer for simultaneous replay audio cues (less
dropped replay SFX)
Fixes:
* EPI: Ghost cluster bombs have much shorter stun time to prevent stun
lock
* EPI: Fixed situations on ghost death (real Epi dying, position
swapping, etc) (regression bug)
* RONIN: Slash will correctly hit multiple players and projectiles in
its path (but powering up is capped)
* SELENE: Fixed Selene leaving soot footprints even if jumping over
Cronus' bomb impact tiles
* GAME: Fixed potential for minecarts to bump objects on opposite side
of a shot hitting them (for real)
* GAME: Fixed empty powerup crate falling once on clients if all
powerups are disabled (for real)
* UI: Some localization fixes for button labels
* UI: Fixed being able to navigate to the title screen bulletin items
even if they aren't visible
* UI: Fixed cooldown indicator errors if pausing and resuming before
ever having spammed abilities
* UI: Fixed some display issues with hidden indicators in replays
* UI: Controller reference in pause menu shows more info about each
player (type, ping, nickname, etc)
* UI: Partial GIF files are deleted if the export process is canceled
* UI: Fixed different spectator modes visibility in time delayed
situations
* UI: Fixed fade-in on tips screen
* UI: Fixed copyright date
* UI: Potential fix for instant replay starting too soon, overlapping
the "Match Over" message
* UI: Some Italian localization corrections and updates
* NET: Game doesn't soft-lock on catastrophic network transport layer
failures
* NET: Fixed edge case that could leave a client in a joining state
while the match is being delisted
* NET: Fixed potential for online lobbies to fail to continue after
playing local matches
* NET: Fixed LAN matches not broadcasting for local network discovery
after multiple match sessions
* NET: Fixed LAN match joining
* NET: More reliable LAN broadcasting and discovery
* NET: Removed duplicate LAN match listings due to multiple network
interface broadcasts
* NET: Fixed LAN matches counting as online matches in stats
* NET: Fixed delayed spectators end-of-match soft deadlock if the
remote kill happens during the countdown
* NET: Fixed an issue that could cause some matches to not properly
list and delist from the matchmaker
You can find the full upstream changelog at:
https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt
Here is a more shiny blog post about this release:
http://www.sombr.com/2018/11/12/v1-6-100-update-ability-boost-and-emotes-d/
Signed-off-by: aszlig <aszlig@nix.build>
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Upstream changelog:
* Introduce new "Assist Mode" that allows to tweak the difficulty of
the game in a detailed manner.
* The "Screen shake" option is now properly applied on all screen
shake effects of the game.
* A new guest role character showed up in Rhombus Square.
* The new Ninja Skin has been properly implemented.
* Progress for each trophy can now be viewed in the trophy menu.
The full announcement can be found here:
https://steamcommunity.com/games/368340/announcements/detail/1688180265711126610
Signed-off-by: aszlig <aszlig@nix.build>
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The pcsclite derivation results in multiple outputs, so let's make sure
we actually get the right path to the library instead of ending up using
that from the "bin" output (which obviously doesn't exist).
Signed-off-by: aszlig <aszlig@nix.build>
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Constantly getting errors on type hints and "unknown" print() arguments
is very annoying, especially because I almost exclusively use Python 3
nowadays.
Signed-off-by: aszlig <aszlig@nix.build>
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The upstream project already provides a Vim plugin so we only need to
reference that using the existing meson.src attribute.
However, I needed to patch out a very annoying thing, which would echom
every time the indentexpr is called. Most likely this was left in for
debugging.
Signed-off-by: aszlig <aszlig@nix.build>
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Reference files in `bin` outputs for a derivation as an attribute set,
with renaming capabilities.
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We're not directly using Boost but some headers are included in the
headers we use, which causes the build to fail on newer Nix versions.
In theory, this should be propagated by the Nix derivation. See also
this comment:
https://github.com/NixOS/nixpkgs/issues/39001#issuecomment-381949306
However, when looking at the Nix derivation, it already contains code
that takes care of not propagating the boost dependency.
Nevertheless, adding the dependency on our end even though it could
become redundant some day certainly won't hurt.
Signed-off-by: aszlig <aszlig@nix.build>
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Packaging is pretty straightforward because the game is written in JS,
so only the assets need to be copied along with wrapper for NW.js
pointing to the directory and we're done.
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @Profpatsch
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