| Commit message (Collapse) | Author | Age | Files | Lines |
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I had some problems where it got stuck in the loading screen, but
after restarting a few times to find out why, it suddenly worked. So
no guarantees that it’s bug-free.
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Hollow Knight is a 2D Metroidvania action-adventure game, which takes
place in Hallownest, a fictional ancient kingdom.
The player controls an insect-like, silent, and nameless knight while
exploring the underground world.
Packaging the game would have been almost straightforward, would there
not be another occasion where the developer has mixed up the persistent
data path with the non-persistent data path, which is quite common in
many games.
Fortunately, this is pretty easy to fix with our Mono game patcher.
Signed-off-by: aszlig <aszlig@nix.build>
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A game that I had laying around since quite a while but I was too lazy
to patch properly, since the game expects its data files as well as its
save files in the current working directory.
While I did patch the game via an LD_PRELOAD wrapper of fopen it also
feels kinda rendundant with code we have in preloaders of other games.
So in the long term we might want to implement something a bit more
generic, but for now the game works and config and saves are properly
placed in XDG_CONFIG_HOME and XDG_DATA_HOME.
Signed-off-by: aszlig <aszlig@nix.build>
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Upstream has 30x redirects for some URLs.
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The “shallow” parser uses the fact that every netencode value is
length-encoded (or a scalar with a fixed length).
It does not need to parse the inner values in order to get the
structure of the thing.
That means that we can implement very fast structure-based operations,
like “take the first 5 elements of a list” or “get the record value
with the key name `foo`”.
We can even do things like intersperse elements into a list of values
and write the resulting netencode structure to a socket, without ever
needing to copy the data (it’s all length-indexed pointers to bytes).
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Less generic, has the spirit of “netstrings, but extended to a
structured encoding format”.
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https://dotti.me/
DOT-TIME(7) TIME FORMATS DOT-TIME(7)
NAME
dot-time - a universal convention for conveying time
DESCRIPTION
For those of us who travel often or coordinate across many timezones,
working with local time is frequently impractical. ISO8601, in all its
wisdom, allows for time zone designators, but still represents the
hours and minutes as local time, thus making it inconvenient for
quickly comparing timestamps from different locations.
Dot time instead uses UTC for all date, hour, and minute indications,
and while it allows for time zone designators, they are optional infor‐
mation that can be dropped without changing the indicated time. It uses
an alternate hour separator to make it easy to distinguish from regular
ISO8601. When a time zone designator is provided, one can easily obtain
the matching local time by adding the UTC offset to the UTC time.
EXAMPLES
These timestamps all represent the same point in time.
┌─────────────────────┬─────────────────────┐
│ dot time │ ISO8601 │
├─────────────────────┼─────────────────────┤
│ 2019-06-19T22·13-04 │ 2019-06-19T18:13-04 │
├─────────────────────┼─────────────────────┤
│ 2019-06-19T22·13+00 │ 2019-06-19T22:13+00 │
├─────────────────────┼─────────────────────┤
│ 2019-06-19T22·13+02 │ 2019-06-20T00:13+02 │
└─────────────────────┴─────────────────────┘
2019-06-19 DOT-TIME(7)
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Uses the nom parsing combinator library.
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Change the number format to be more concise, working in steps of 2^n,
going from 2^1 (1 bit) to 2^9 (512 bits), though implementations are
free to define the biggest numbers they want to support.
Records get the marker `{` and are closed by `}`, so parens match up
nicely, similar to lists.
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The patch I added to xournal was for keeping the aspect ratio when
annotating PDFs with images. However, looking at xournal++ the aspect
ratio is kept by default when resizing via corners so the patch is not
needed.
Since I don't really care a lot whether it's xournal or xournal++ and as
long as it does the very little things I intend to use it for, I don't
mind if it has too many features for my taste.
Signed-off-by: aszlig <aszlig@nix.build>
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Fixed for newer cow versions
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This is now on par with the original script in
https://github.com/Profpatsch/dotfiles/blob/a25c6c419525bef7ef5985f664b058dc9eb919e9/scripts/scripts/xdg-open
Eventually it should probably migrate away from a generated bash
script, but for now it’s fine.
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Like a normal `import`, but for dhall files. `importDhall2` can
additionally handle dependencies and additional source files, though
the interface is not stable yet.
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The import list of list.go has changed upstream, so the rebase of this
patch doesn't change anything in its functionality but just makes sure
that it applies against gopass version 1.9.0.
Signed-off-by: aszlig <aszlig@nix.build>
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This is quite useful in CSS files and others to directly highlight the
colours in the actual colour value rather than with the generic colour
of the syntax file.
To make sure we don't break the after/syntax files for Haskell and HTML,
I also changed the way we install those files in the output directory so
that if a file already exists, it is appended to rather than
overwritten.
Signed-off-by: aszlig <aszlig@nix.build>
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We essentially only want to have the ftdetect and syntax files,
everything else is just cruft that is not in any way related to Vim.
Ideally we want to do a whitelist approach instead of the "remove
everything unneeded" we're doing right now, but since I don't want to
refactor the whole Vim expression I'll leave it the dirty[TM] way.
Signed-off-by: aszlig <aszlig@nix.build>
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More up to date version is available via nixpkgs
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* Fix couple of build errors with more recent packages
* switch build system to dune
* clean up package
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Since the player's nick name is retrieved via Steam we don't get any
nick name via the DRM-free version.
To cope with this, the nick name is now determined by looking at the
INVISIGUN_NICKNAME and USER if the former is not defined. If people
don't want their local user name to be displayed to others, there is a
setting in the options menu to disable this behaviour.
The reason why I patched the call to Tools::FilterText (which is used
sanitise the nick name) instead of a more specific one is because the
more specific one is optimized out in the build:
IL_0000: ldarg.0
IL_0001: call string class Tools::'?????????'(valuetype '?????????')
IL_0006: call string class Tools::FilterText(string)
IL_000b: ret
So the only way to patch out the call in IL_0001 would be to use
addresses/offsets, which is bound to break in the next upstream version.
However, since the output is essentially wrapped in Tools::FilterText, I
decided to patch that one instead and we simply throw away the argument.
Signed-off-by: aszlig <aszlig@nix.build>
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Filesystem sandbox around zoom-us.
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Upstream changes for version 1.8.1:
* IRIS: Fixed crash involving dash on Stage 6
* EPI: Fixed cluster shots spawning at real Epi's location when
hitting ghost Epi
* CONTROLS: Fix loss of subsequent control if pause menu is open when
a round ends online
Upstream changes for version 1.8.0:
* UI: Any player can control or skip instant replays after the first
full viewing
* UI: Lab hero menu starts with your current hero selected
* INPUT: More accurate movement tapping when standing still
* UI: Minor localization edits
* UI: Pixel alignment visual fix on game mode selector buttons
* UI: Fixed player selectors sometimes not showing ability text when
you first join in
* EPI: Fixed cluster shots hitting ghost Epi instead of real Epi when
they occupy the same tile
* EPI: Fixed shield showing for one frame on real Epi when toggling
off ghost Epi
* DJAAN-KHE: Fixed being able to trap players when they are in respawn
invincibility time
* DJAAN-KHE: Fixed footsteps/surface FX triggering when laying traps
* GAME: Fixed sometimes not being able to fire when standing in same
position as a dead player
* GAME: Fixed edge case that could prevent players from respawning in
sudden death situations
* GAME: Fixed edge case where security cameras would fail to rotate
towards some corners
I also changed the screenshot path to use "$XDG_DATA_HOME/Invisigun
Reloaded", since this is the new location of the "Reloaded" update which
I didn't yet fix.
Signed-off-by: aszlig <aszlig@nix.build>
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A few bugs are still remainaing, but it can recognize when files
should be completed for example.
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The haskellPackages attribute is actually part of the package scope
inside pkgs.profpatsch and thus the evaluation fails with the following
error:
attribute 'vuizvui' missing, at .../pkgs/profpatsch/default.nix:176:20
Referencing the attribute directly from within the recursive attribute
set fixes the evaluation error and building dhall-flycheck also
succeeds.
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @Profpatsch
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