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* pkgs/vim: Add syntax highlighting for Vue.jsaszlig2018-08-051-0/+28
| | | | | | | This is used by Habitica and for maintaining my fork I sometimes[TM] unfortunately have to edit .vue files. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/vim: Update Nix pluginaszlig2018-08-021-6/+10
| | | | | | | | | | | | | | | | This is mainly to catch up with the syntax highlighting fixes that were done in the respective plugins. The setlocals in ftplugin/nix.vim from LnL7's plugin are now gone and it's one setlocal with line continuation, so I had to turn the simple grep into a small sed script. Another thing I added while at it is to add the single quote to iskeyword, because it can be part of a Nix identifier. I did that by replacing the dash, because the latter now is part of the setlocal of the aforementioned ftplugin. Signed-off-by: aszlig <aszlig@nix.build>
* stardew-valley: Update to version 1.3.27 (stable)aszlig2018-08-012-26/+11
| | | | | | | | | | | | These small fixes mark the end of the beta: * Changes to the NetList events we added for modding * Gift limits not resetting sometimes in single-player So we now can finally get rid of the "stardew-valley-beta" attribute and track the stable version from now on. Signed-off-by: aszlig <aszlig@nix.build>
* games: Add names for setup hooksaszlig2018-07-311-0/+2
| | | | | | | The name "hook" is a not very good derivation name to distinguish it from other hooks, so let's actually name them. Signed-off-by: aszlig <aszlig@nix.build>
* games: Move FMOD fixing from Bastion to setup hookaszlig2018-07-314-50/+76
| | | | | | | | | | | | | | | Thanks to @layus for pointing out that there is at least one other game (Epistory) which has the same FMOD issue as Bastion has. So I decided to move this into a setup hook that automatically discovers whether it's the affected FMOD version and NOPs out the calls to system(). In summary: If another game is affected, all that's needed now is to add fixFmodHook to nativeBuildInputs. Signed-off-by: aszlig <aszlig@nix.build> Cc: @layus
* games/gog: Switch everything to gogUnpackHookaszlig2018-07-3111-56/+26
| | | | | | | | | | | | | | | | | | For Albion, Settlers 2 and World of Xeen we need to explicitly add gogUnpackHook, because for those the derivation containing the game data is not created via our buildGame wrapper. Everything else is just done by removing unpackCmd and unzip from the package arguments. One exception is Thimbleweed Park, which relied on custom path for unzip in order to get the desktop icon, but with our now hook, we get that icon now in xdg-icon.png with a flat directory structure. I've tested this by building all the games from GOG that we have packaged here. However, I didn't test whether every single one actually runs. Signed-off-by: aszlig <aszlig@nix.build>
* games: Add a new gogUnpackHookaszlig2018-07-315-3/+86
| | | | | | | | | | | | | | | | | | This should make all the extra unpackCmd attributes for the GOG games superfluous and make the expression way less convoluted, especially the games based on Unity3D. Right now however, the gogUnpackHook is added to buildGame, which is used for all games, not only for the GOG ones. While it doesn't really hurt or affect non-GOG games, it's still part of the build closure so we might want to apply this to GOG only at some day. For that, we need to restructure our whole packaging layout, because we want to have a way to override buildGame only for a certain namespace but without introducing too much churn or duplicating things. Signed-off-by: aszlig <aszlig@nix.build> Cc: @layus
* games/wizard-of-legend: Update to version 1.033baszlig2018-07-311-2/+2
| | | | | | | | | | | | | | | | | | Upstream fixes: * Bug with Magsphere spell not collecting projectiles as it should * Bug with Frost Feint not freezing enemies when the decoy was struck * Bug that caused Air Burst Dash effect to not show up * Bug where Takeout Box would grant max shield in post boss PvP battles * Armor of Greed causing players to lose gold during post boss PvP battles * Bug that would end the game on double-ko situations during post boss PvP battles * Bug with loading screen not showing 2nd player on the game board * Artifacting on the loading screen Signed-off-by: aszlig <aszlig@nix.build>
* games/bastion: Fix patching of libfmodexaszlig2018-07-291-2/+4
| | | | | | | | | | | | | | I've recently moved the autoPatchelfHook execution to postFixup in NixOS/nixpkgs@f1fbf818c4a94c67fcdb171ba00f1fef4a0aef2a, because it was conflicting with patchelf's own setup hook. So we now need to run the fixup of libfmodex after the autoPatchelfHook, which we do by adding another phase in postPhases. Alongside this I also fixed a small escaping error with ${rpath:+:}, which needs to be quoted using two single quotes. Signed-off-by: aszlig <aszlig@nix.build>
* stardew-valley-beta: Update to version 1.3.26aszlig2018-07-251-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Upstream changes: * Fix Grandpa's event and witch event happening simultaniously can lock the game up * Give full house achievement in player-player marriage births * Fix Black screen (until you click) after player-player childbirth * Fix children not appearing in farmhouse for player-player marriage * Fix buildings evaluating current position as ineligible move space * Fix prismatic shard rate too high after reaching bottom of mines * Fix stardrop not rewarding for player-player marriages * Fix instantly brewing wine * Fix horse duplication bug * Fix Krobus winter event quest typo * Fix crash when entering railroad area * Fix disconnect issues reported in 1.3.25 * Fix fishing rod crash bug * Fix farmhands unable to get rid of children at dark shrine * Allow players to fix their saves by removing duplicate museum items * Fix players are able to simultaneously donate/rearrange the museum * Fix spouse NPCs not kissing back in multiplayer * Fix farmhands talking to NPCs playing unique animations causing them to stop animating * Fix lack of spouse patio animations * Fix host seeing spouse dialogue for farmhand spouses * Allow to mount horse while farmer is playing an animation (e.g. picking up an item) * Fix animals eating twice as much if they're outside while the player sleeps. * Add ValueAdded/ValueRemoved events to NetList Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/profpatsch: WIP execline experimentsProfpatsch2018-07-254-6/+168
| | | | | | | | | | | * runExecline: like runCommand, but a lot more lightweight * symlink: symlink a given list of links together * importer: a small DSL to “import” “modules” into a build context Some highlights: * runExecline does not use any stdenv (apart from the `execline` build) * symlink uses netstrings to pass correct fields into the derivation * no use of bash, everything uses execline.
* monogame-patcher: Fix string antiquotationaszlig2018-07-221-1/+1
| | | | | | | Getting a message like "Type {thetype} not found." is not very helpful, so let's add the $ in front of the string. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/sandbox: Support overlaying files at runtimeaszlig2018-07-221-0/+45
| | | | | | | | | | | | | | | | | | | | | | | | | This introduces a new environment variable called NIX_SANDBOX_DEBUG_INJECT_FILES. The name is intentionally very long so that people hopefully *only* use it for debugging. What this does is to just bind-mount the given source file to a given destination file in the chroot. For example: NIX_SANDBOX_DEBUG_INJECT_FILES=/foo/bar=/bar/foo somethingSandboxed The file /foo/bar outside of the sandbox will be bind-mounted to /bar/foo within the sandbox. Several files can be separated via colon. Of course the most interesting use case here (and the reason for this feature) is that we can overlay files in the Nix store without the need to rebuild anything, so we can quickly patch specific files. In my case I'm using this so I can use radare2 to patch the assembly of some binaries quickly for debugging/reverse engineering. Signed-off-by: aszlig <aszlig@nix.build>
* machines/katara: add more utilsProfpatsch2018-07-202-9/+31
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* stardew-valley-beta: Update to version 1.3.25aszlig2018-07-191-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Upstream fixes since 1.3.23: 1.3.24 (10 July 2018): * Players stuck on "Connecting to online services..." screen * Crystalarium item swap exploit * Furniture can be used to complete bundles * Milk requirements for certain cooking recipes (now can accept either Milk or Large Milk) * Summer weather forecast bug * Furniture duplication bug * Long tool use animation bug * Warp tile player & shadow animation bug * "Cloud Country" not being added to the jukebox if you create a game via the co-op menu * Cooking food in the kitchen using ingredients from the wrong fridge * Item debris duplication bug 1.3.25 (16 July 2018): * Experimental network usage optimizations * Infinite ingredient use exploit when cooking in the kitchen * NPC marriage dialogue appearing for non-spouse players * Lack of experience gained for harvesting crops with the scythe * Inability to cancel moving a building * Game occasionally locking up on a black screen at 2am Signed-off-by: aszlig <aszlig@nix.build>
* games/gog: Add War for the Overworldaszlig2018-07-192-0/+89
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This was the whole reason why I implemented the monogame-patcher even though it is very useful for other games as well. So the main issue why patching was needed is that the game writes its savegames into the same directories as other assets, so we need to be very careful about which method we patch and how in order to avoid failures to load other assets rather than savegames. However while in principle the game runs fine there is a Heisenbug hidden, so it segfaults whenever strace is not used. Here is the backtrace: #0 0x0000000000f973be in ?? () #1 0x0000000000f8f444 in ?? () #2 0x0000000000f2379b in ?? () #3 0x0000000000f2940b in ?? () #4 0x0000000000f1fa87 in ?? () #5 0x00000000008e8cc8 in ?? () #6 0x00007ffff79bc5a7 in start_thread () from libpthread.so.0 #7 0x00007ffff61cf22f in clone () from libc.so.6 Disassembly around 0xf973be: f973a2: 45 0f b6 4f 02 movzbl 0x2(%r15),%r9d f973a7: ba 04 00 00 00 mov $0x4,%edx f973ac: 41 80 f9 02 cmp $0x2,%r9b f973b0: 74 05 je f973b7 f973b2: 41 0f b6 57 03 movzbl 0x3(%r15),%edx f973b7: 48 8b 40 30 mov 0x30(%rax),%rax f973bb: 83 f9 1b cmp $0x1b,%ecx >f973be: 8b 40 08 mov 0x8(%rax),%eax f973c1: 89 44 24 58 mov %eax,0x58(%rsp) f973c5: 0f 86 6d 01 00 00 jbe f97538 f973cb: c6 44 24 5f 00 movb $0x0,0x5f(%rsp) f973d0: 45 31 ff xor %r15d,%r15d f973d3: 89 54 24 28 mov %edx,0x28(%rsp) f973d7: 89 74 24 20 mov %esi,0x20(%rsp) f973db: 44 88 44 24 18 mov %r8b,0x18(%rsp) f973e0: 44 88 4c 24 30 mov %r9b,0x30(%rsp) f973e5: e8 16 fa 92 ff callq 8c6e00 The last callq is for <operator new(unsigned long)@@Base+0x27c9d0>, so I'd suppose this might be a bug in the patched Mono version of Unity but could also be a chain reaction (who knows). Probably the reason why it works with strace might be a race condition, but I haven't thoroughly debugged this. Especially if there are no symbols available it's very hard to debug, so I'll leave that to some day in the future. Signed-off-by: aszlig <aszlig@nix.build>
* monogame-patcher: Allow to define specific methodsaszlig2018-07-192-23/+49
| | | | | | | | | | | | | | So far we only matched a substring of a type, which isn't very exact of course. We also weren't able to specify the method to patch. Now the methods that are being patched can be specified by using Type::Method. If it's just Type without a method all the methods of the type and its subtypes are patched. I also added a small check to make sure that all of these methods were found, and if not an error is thrown. Signed-off-by: aszlig <aszlig@nix.build>
* monogame-patcher: Return exitcode 1 on CLI erroraszlig2018-07-192-2/+13
| | | | | | | | If there is a command line usage error, we really don't want the program to return exit status 0 (success), so let's actually set the return value on WithParsed(). Signed-off-by: aszlig <aszlig@nix.build>
* monogame-patcher: Raise exception on no-opaszlig2018-07-191-1/+10
| | | | | | | We really want to make sure that things were actually patched, so just silently skipping everything is not an option. Signed-off-by: aszlig <aszlig@nix.build>
* monogame-patcher: Allow specifying extra assemblyaszlig2018-07-193-14/+58
| | | | | | | | If we want to replace a call with one that's not in a module which is currently referenced by the target file we now have another command line flag for replace-call (-a) where we can specify the additional DLL file. Signed-off-by: aszlig <aszlig@nix.build>
* monogame-patcher: Use cleanSource for the src attraszlig2018-07-191-2/+2
| | | | | | | | While there won't be any .git directories within ./src, I still create Vim swap files all the time when editing stuff. So let's make sure that those swap files are not included in the src input of the derivation. Signed-off-by: aszlig <aszlig@nix.build>
* monogame-patcher: Fix assembly search directoryaszlig2018-07-192-11/+16
| | | | | | | | | | | | | | By default the assemblies are searched in the current working directory, but when patching an assembly in some other directory than the current the patcher will fail to resolve assemblies residing beneath the target file. So we just add the directory of the target file to the search path. I also moved all of the assemblies in the test to be in a subdir so we can verify that this indeed works and we won't regress in the future. Signed-off-by: aszlig <aszlig@nix.build>
* monogame-patcher: Work around terminal width issueaszlig2018-07-192-1/+13
| | | | | | | | | | | | | | | | | | If the command is not executed inside a terminal the value of Console.WindowWidth is 0 and thus we will get an exception from CommandLineParser: Unhandled Exception: System.ArgumentOutOfRangeException: Length cannot be less than zero. Parameter name: length at System.String.Substring ... at CommandLine.Text.HelpText.AddOption ... ... So let's initialize the parser with settings and if WindowWidth is 0 we just add 80 as the width. Signed-off-by: aszlig <aszlig@nix.build>
* monogame-patcher: Improve values for replace-callaszlig2018-07-192-5/+7
| | | | | | | | | | | | Using an IEnumerable for the search and replace arguments isn't really a very good idea, because it makes command line usage very annoying and messes up the usage description. I originally made this an IEnumerable because I wanted to have a way to specify multiple replacements, but we can simply run the patcher twice or more times. Signed-off-by: aszlig <aszlig@nix.build>
* monogame-patcher: Refactor method ref findingaszlig2018-07-195-67/+113
| | | | | | | | | | | | | | | | | | | | | | | | | | | So far we have searched for methods in two steps: First get all the types and then find all of the constructors or method definitions. The match for the actual method definition was done first for the type and then again for the full definition of the method/constructor. For the replace-call subcommand this also means that we don't have a very good way to find the type, because if we wanted to keep doing this in two steps we would need to parse the type name out of the one given as the replacement string in replace-call. So now we recurse through *all* the constructors and methods and do a full match against the specified replacement string, both for replace-call and for fix-filestreams. Compared to the implementation so far we also do this just once instead of every time we find a call or FileStream constructor. I also overhauled the way we do testing, because in the end writing tests using NUnit would introduce a lot of code churn because we need to make a lot of external calls. The shell is especially useful for exactly that and our tests are now just a plain shell script. Signed-off-by: aszlig <aszlig@nix.build>
* monogame-patcher: Restructure and add stub testsaszlig2018-07-195-30/+65
| | | | | | | | | | | | | Mainly this is so we can prepare for running unit tests, so we get the latest version of NUnit and run the console test runner. Currently there is only a dummy test which always succeeds, but it's there so that we can fill out the boilerplate later. I also moved the option definitions into a separate file so they don't clutter up the main file. Signed-off-by: aszlig <aszlig@nix.build>
* monogame-patcher: Switch to MSBuildaszlig2018-07-194-27/+65
| | | | | | | | | | | | | | I really would have preferred a simple Makefile, but with that we can't use buildDotnetPackage and we also need to take care of butchering the dependencies manually. So I moved everything to src/ and added a csproj file to clean up most of the cruft and just use buildDotnetPackage with minimal attributes. In addition to that I also added assembly info, so that the command line help will show the proper author name, copyright, yaddayadda... Signed-off-by: aszlig <aszlig@nix.build>
* monogame-patcher: Add a replace-call subcommandaszlig2018-07-191-2/+61
| | | | | | | | | | | | | | | | | | | | | It's a very early version which I did for a Unity3d game and it *desperately* needs a cleanup. An example command line: monogame-patcher replace-call -i Assembly-CSharp.dll \ 'System.String UnityEngine.Application::get_dataPath()' \ 'System.String UnityEngine.Application::get_persistentDataPath()' \ IniParser SaveMeta Right now the replace-call subcommand has UnityEngine.Application hardcoded, so this won't work for other types than UnityEngine.Application. However, I'm going to refactor the whole patcher very soon and add some tests, so this whole mess will be cleaned up. Signed-off-by: aszlig <aszlig@nix.build>
* towerfall-ascension: Move patcher into own pkgaszlig2018-07-194-94/+147
| | | | | | | | | | | | The patcher using Cecil is now in its own derivation and can thus be easily added via nativeBuildInputs. Patching FileStream types is so common that it comes in handy for other games using Mono. I also improved the patcher a little bit so it accepts command line arguments and it's easier to add the types that needed to be patched directly via command line arguments. Signed-off-by: aszlig <aszlig@nix.build>
* thimbleweed-park: Add desktop itemaszlig2018-07-151-5/+19
| | | | | | | | | | The Ransome Unbeeped DLC doesn't have a data/noarch/support directory which we need for the icon so we need to change the unpack root to data/noarch. This shouldn't make the unpacking phase that much longer because the only additional files that get unpacked are small scripts and docs. Signed-off-by: aszlig <aszlig@nix.build>
* games/bastion: Refactor Nix expression and updateaszlig2018-07-151-54/+134
| | | | | | | | | | | | | | | | | | | | | | | | With fetchHumbleBundle finally being able to fetch the game with my account, I think it's time to update the Nix expression. :-) The game's binary is basically nothing more than just a wrapped Mono, so we can use directly Mono from <nixpkgs> instead of patching the wrapper. I also stubbed out the symbols for libsteam_api.so, which might be a good idea to provide for other games as well but in a more generic way. Another thing that was needed solely because of my stubbornness was to patch out the system() libc library call in libfmodex.so, because I didn't want to add /bin/sh to the sandbox. So in summary: The new expression now is sandboxed, doesn't use the wrapper anymore and also has a desktop entry :-) Unfortunately I haven't found a changelog online to see what has changed between the 20120620 and 20161016. Signed-off-by: aszlig <aszlig@nix.build> Cc: @layus
* fetchHumbleBundle: Fix subproduct name collisionaszlig2018-07-151-2/+2
| | | | | | | | | | | | | | Every HumbleBundle purchase has a list of subproducts and those have so-called 'machine_name' attributes which are unique. However in our fetcher we used the 'human_name' as a unique key, which isn't really unique and in case of bastion the soundtrack subproduct is has the human_name "Bastion" and the actual game has the *same* name as well. Using the machine_name as the unique key now solves the problem that certain games couldn't be found if you for example also have the soundtrack. Signed-off-by: aszlig <aszlig@nix.build>
* games/overload: Update to version 1.0.1839aszlig2018-07-141-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Includes changes for upstream release 1.0.1834 and 1.0.1839. New & Changed Features for version 1.0.1839: * Two changes were made to data saved for NG+ after completing the game: * Level 2 upgrades (Super Upgrade points) are undone and the upgrade points are refunded. This allows the player to choose different Level 2 upgrades when starting the NG+ game. * Ammo, missile, and upgrade counts will only be updated if they are better than the values saved from the player's previous run(s). * Updated Rewired input manager, providing support for 3Dconnexion devices such as Space Mouse, Space Explorer, Space Navigator, etc. Fixes for version 1.0.1839: * Fixed the problem with user levels not working on Linux. * NG+ now works add-on missions. * Add-on levels are ignored if they have the same name as an existing level. * The correct ending is now played for Cronus NG+. * Fixed survivor pickup error when there was no story text (which could happen in an add-on level). * Removed anti-cheat detector warning messages that in certain cases caused performance issues. * Fix Save/Load issue with Flak range finder. * Player is no longer warned about skipping upgrades if all upgrades have been applied. * Fixed the orange sky in Phoebe Complex. * Fixed the flickering light at the start of Level 6. * Fixed problem of upgrades disappearing in add-on missions. New & Changed Features for version 1.0.1834: * Added 17 new cheat codes (total is now 20). We'll probably do something like announce one new code each day in Discord. * Pause menu and end level menu shows 'Cheater' if cheat code used. * Added Valkyrie to some CM levels, and added Phantom to more CM levels. * Made [Backspace] act like [Delete] on Mac. * Post-level and post-mission results show times in line with the speedrun timer. * Added stars in the sky in 4 CM levels, 3 MP levels, and 5 SP levels. Fixes for version 1.0.1834: * Fixed an issue in NG+ with reactors doubling their health after each save/load. * Fixed an issue with doors getting erroneously locked after save/load. * Fixed a mixup with black/grey decals. * Fixed missing boss music in NG+ level 15. * Fixed issue with 'last' weapon available in CM not being randomly chosen. * Fixed Vortex and Lancer (and Timebomb in some situations) not spawning in CM. * Fixed an issue with not dying in certain situations on Linux in non-English after loading a saved game. * Fixed invisible weapons in MP Signed-off-by: aszlig <aszlig@nix.build>
* games/xeen: Update ScummVM to latest masteraszlig2018-07-081-2/+2
| | | | | | | | | | | | | The latest master version has a few fixes for World of Xeen: * Split the Adlib sound driver into it's own file * Add detection entries for Clouds/Darkside/World of Xeen GOG German * Fix crash using mirrors in standalone Clouds of Xeen * Properly handle SFX & Music volume control * Call audio cd manager open/close in engine init/deinit * Fix using mouse click to close message dialogs Signed-off-by: aszlig <aszlig@nix.build>
* stardew-valley-beta: Update to version 1.3.23aszlig2018-07-061-2/+2
| | | | | | | | | | | | | | | | | | Upstream fixes: * Prismatic shard drop rates don't increase when players hit the bottom of the mine * Farmhands warped to the wrong version of Marnie's house after purchasing animals * Crash when player/player child is born and one of the parents is offline * Multiple spouses standing in same space on farm * Using a weapon after eating nullifies the food effects * Walk around (instead of through) Pam when getting on the bus * Toddlers not moving inside cabins * Stop fly buzzing sound when it dies Signed-off-by: aszlig <aszlig@nix.build>
* gomes/gog: Add Settlers 2 Gold edition using RTTRaszlig2018-07-052-0/+104
| | | | | | | | | | | | | | | | | | | | This packages "Return to the Roots" along with the game data fetched from GOG. So basically it's RTTR with a "RTTR_GAMEDIR" set to the files extracted from the GOG version. In reality it's a bit more involved as we need to patch a few things and also make sure that the sounds are built via Nix rather to be generated at runtime. The RTTR standard procedure would be to just install RTTR and you put your game data somewhere in /usr/share (or any other place you've configured) and on first startup it's generating the SOUND.LST file. We want all the games in Vuizvui to be completely dispensible so that the persistent files are *only* in $XDG_DATA_HOME/settlers2, so I've made sure that everything is baked in at *build* time instead. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs: Fix passing through i686-linux package setaszlig2018-07-043-4/+6
| | | | | | | | | | | | | | | | | So far in the games namespace we have just used the callPackage_i686 function from <nixpkgs> instead of our augmented set. If we just use packages that are available in <nixpkgs> everything is fine, but as soon as we want to use one of our own packages for i686-linux we can't simply do that. One example is the override in the gog.albion derivation which just uses buildSandbox from the main pkgs attribute set. We now properly pass through the whole pkgsi686Linux set to the games namespace, so we can drop that hack for Albion. Signed-off-by: aszlig <aszlig@nix.build>
* stardew-valley-beta: Update to version 1.3.22aszlig2018-07-041-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Finally the version is in par with the Steam version. Here are the fixes since 1.3.18: 1.3.19 (14 June 2018): * Client crashing when joining game due to null quest * Beach Bridge not updating for other players when one repairs it * Controls locking up inside fishing tent * Loss of 'Dating' friendship status when upgrading from 1.2 to 1.3 * Wedding ring not appearing in crafting list in smapi * deepestMineLevel stat only updating when they go deeper then any other player * Seasonal tileset / smapi compatibility issue * Farmhands unable to enter pierre's on Wednesday after Community center completion * Rain totems not working in multiplayer * No blue chickens in mulitplayer * Gus walking through walls in Community Center * Some animations playing at double speed inside buildings * Pam disappearing (potential fix) 1.3.20 (19 June 2018): * Fish splash points not properly syncing * Missing elevator dings for clients * Objects broken by weapons breaking twice when there is latency * Glitched chest object in inventory UI * Horse missing sounds/animation for clients * Crash when trying to display dialogue for NPCs without any dialogue left * Players hidden from view when local player uses a return scepter * All players teleported when return scepter used * Structures can be placed where players would get stuck exiting them * Allow players to walk out of resources (stumps/rocks) if they become stuck inside * Grandpa's candles not lighting * Freeze up when all players are not in bed at 2am * Farmhands not seeing giant mushroom trees until they relog * Translation fixes * Door/footstep sounds can be heard mapwide * Item duplication if farmhands login while their inventory is open * Stamina resetting to max when you leave/rejoin * Trash items respawning when player travels to a different location * Crash after blowing up a rock crab * Fishing treasure chest causing a new cast * Filled chests breaking when they're next to an empty chest 1.3.21 (21 June 2018): * Animal sounds playing outside of map * Player icons overlapping on the map page * Fishing rod casting temp sprites during the fall mini game * Unsynced exhausted state and passing out * Remote characters not blinking * Grubs invincible to host while retreating * Floating lamp sprite in mines * Secret notes fished up spawning without a note number * Beer sprite overlapped by counter in Clint 3 heart event * Secret note #4 description fix 1.3.22 (3 July 2018): * Crash after 596 hours of gameplay * Mistranslated Chinese co-op button on main menu * Divorced status not carried over from 1.2 saves * Post-6pm animal mood drain * Animal happiness overflowing * Spa not regenerating stamina when a menu is open in multiplayer * Second player-player parent pregnancy causing crashes * Farmhands able to retrieve last item shipped after it has been sold * Lighting detaching from sources when upgrading house * Players losing cursor slot items when they become disconnected while managing inventory * Farmhands unable to enter tower if they join after CC is completed * Armored bugs not invincible * Wrong fish appearing in fishing minigame tent * Slingshot minigame crash * Broken skull cavern level 100 event in Russian * Cave carrot quest crash * Buffs not clearing when farmhands log out * Farmhands can't open chest in Junimo huts * Goblin problem quest still in log for other players after goblin is removed * New songs on Jukebox show wrong names * Duplicate songs on Jukebox I haven't extensively tested this, only loaded a savegame and walked around a bit. However the changes are only fixes and there aren't any changes that would be relevant for our packaging. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/sandbox: Expose get_mount_target()aszlig2018-07-022-1/+2
| | | | | | | | I'm going to use the sandboxing implementation as the basis for something else where I'm going to do additional mounts on top of the existing ones. This is just to make it easier to find the mount target. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/sandbox: Fix mount flagsaszlig2018-07-021-9/+20
| | | | | | | | | | | | When using MS_BIND the mount flags aren't actually applied, so we need to remount the bind mount with the flags we wanted if additional flags are desired for the mount. I've also removed the MS_NOATIME, because this doesn't work for kernel 4.14 (returns -EPERM) and it's really not necessary to change the atime flags for our bind mounts. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/sandbox: Add flag to bind-mount read-onlyaszlig2018-07-023-12/+16
| | | | | | | | | | | | | | While the Nix store should be read-only by default, we can't guarantee this as the Nix store could be mounted read-write (for example on non-NixOS systems). For paths other than store directories, I took a conservative approach here where only /etc is mounted read-only, for all the pseudo- filesystems such as /proc, /sys or /dev write access might still be needed, for example to write to a hardware device exposed via /dev (eg. a gamepad with rumble support). Signed-off-by: aszlig <aszlig@nix.build>
* games/itch: Add Towerfall Ascensionaszlig2018-07-012-0/+179
| | | | | | | | | | | | | | | | | | | | | | | | | | Packaging is a bit similar to what we had to do back then with Opus Magnum (see commit 523dcef1f77251a4cfeb3428a0b13c0ec1d9c342) where some game data files were tried to open in read-write mode. I'm using the same patcher (which is using Mono.Cecil) that I have used for Opus Magnum back then but I've cleaned it up a bit. In the long term I'd try to make the patcher a bit more generic so that it can be used for other Mono-based games, because opening game data files in read-only mode seems to be fairly common among a few other games I haven't fully packaged yet. The game also tries to execute "xdg-open error_log.txt" in the event a uncaught exception occurs, which then fails because no xdg-open is available. So instead, I made a small dummy wrapper which just runs "head" on the error.log instead. Another thing which unfortunately is currently not working is the editor, because it tries to create a directory ("Workshop") within the game's content directory, which - again - doesn't work within the read-only Nix store. Signed-off-by: aszlig <aszlig@nix.build>
* games/gog: Add Satelite Reignaszlig2018-07-012-0/+19
| | | | | | | | | | | Another Unit3d game, so packaging is pretty straightforward but the save games and settings are in $XDG_DATA_HOME/SatelliteReign instead of the standard Unity3d directory ($XDG_CONFIG_HOME/unity3d). The standard Unity3d directory however is still used, but it only contains the player log file. Signed-off-by: aszlig <aszlig@nix.build>
* profpatsch/nix-gen: Only build on x86_64-linuxaszlig2018-06-301-0/+1
| | | | | | | | | | The build currently fails on Hydra and I highly doubt that it will be used on an i686-linux system. If it's really needed for i686-linux systems it can be directly used for a specific machine or this very commit could be reverted. Signed-off-by: aszlig <aszlig@nix.build> Cc: @Profpatsch
* games/gog: Add Thimbleweed Parkaszlig2018-06-282-0/+56
| | | | | | | | | | | | | | | | | This also supports the "Ransome Unbeeped" addon which should get rid of all the beeps from Ransome's voice tracks. I added this by default in the package, because in order to enable it you still either need to enable it every time you start the game or set "forceRansomeUnbeeped: 1" in "$XDG_DATA_HOME/Terrible Toybox/Thimbleweed Park/Prefs.json" to make it permanent. The packaging is pretty straightforward except a small preloader which changes the working directory to the shared data directory so the "ggpack" files can be found. From inspecting the binary this should also be doable by setting the THIMBLEENGINE_GAMEROOT environment variable, but I haven't tried yet. Signed-off-by: aszlig <aszlig@nix.build>
* games/gog: Add Dungeons 3aszlig2018-06-282-0/+19
| | | | | | | | Unfortunately this game doesn't work on my machine, as I don't have support for OpenGL 4.3. However, the game at least gets to the loading screen, so it should work in theory. Signed-off-by: aszlig <aszlig@nix.build>
* games/build-unity: Add support for .app dirsaszlig2018-06-281-1/+6
| | | | | | | | | | | | | | | Some games (well, currently just one, Dungeons 3) come with a .app directory that contains additional game data which includes package .unity3d files. Such directories will be searched relative from the current working directory, so let's actually set the working directory to $out/share/something and copy the .app directory to that if it exists. Tested with Dungeons 3 and also with a few other Unity3d games to see whether they still work. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs/list-gamecontrollers: Fix buildaszlig2018-06-281-3/+3
| | | | | | | | | This package has been broken for a long time, because in the meantime (actually quite a while ago, maybe a year even) runCommand no longer includes a C compiler. So let's switch to runCommandCC instead and use "cc" instead of "gcc" to be Clang-compatible. Signed-off-by: aszlig <aszlig@nix.build>
* games/gog: Add Wizard of Legendaszlig2018-06-282-0/+17
| | | | | | A Unity3d game, so packaging is pretty straightforward. Signed-off-by: aszlig <aszlig@nix.build>
* pkgs.profpatsch: add nix-genProfpatsch2018-06-252-0/+24
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