| Commit message (Collapse) | Author | Age | Files | Lines |
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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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Improves the “execline experience” and adds some basic tests.
The idea is that the final result doesn’t use coreutils and provides a
feasible alternative to bash-based tooling.
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In order to isolate processes even further it's a good idea to not let
them access information about other PIDs, eg. by enumerating /proc.
However, this still bind-mounts /sys from the root namespace, so we
might want to restrict /sys further. For our games however we will need
/sys because it is used to enumerate gamepads and other input devices.
Currently the processes will now be PID 1. I've tested this against a
few games and none of them had problems with that so far, so let's keep
it that way.
Another thing we might want to add and which currently isn't there is a
subreaper, which is useful if we have a process that leaves zombie
processes around.
Signed-off-by: aszlig <aszlig@nix.build>
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This includes a revert of the recent indentation changes which introduce
more problems than they actually solve.
Signed-off-by: aszlig <aszlig@nix.build>
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Had this lying around for a while already, so just adding for
completeness.
I've tested whether the game still works.
Signed-off-by: aszlig <aszlig@nix.build>
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New content:
* New Cerebrus map: Chaos Pit
Updates:
* SYSTEM: This update will require DirectX 11 or OpenGL on Windows
(DirectX 9 won't be supported)
* GAME: Player visibility time after using their ability now includes
the brief spam window time
* UI: Ability recharge bar flashes during the short post-cooldown spam
window time
* UI: Game base resolution changed from 484x272 to 480x270 (resolution
preferences will be reset)
* UI: Some Chinese localization edits
* UI: Improved progress scene performance
* UI: Optimized screen fading transitions
* UI: When exiting the lobby, you can choose to go back to match setup
or the title screen
* UI: Bulletin items on title screen will open associated URLs in your
browser when activated
Fixes:
* EPI: Fix edge case that could cause ghost Epi's position to be out
of sync online
* GAME: Fix edge case that could cause a downward spiral if save data
is corrupt
* GAME: Cronus bombs' soot shouldn't affect players with Silent Steps
* GAME: Fix potential for minecarts to bump objects on opposite side
of a shot hitting them
* UI: Fix error that prevented all victory phrases from showing up
(custom or default)
* UI: Fix loss of UI focus if spamming save/cancel buttons in options
sub panels
* UI: Fix timing edge case that could cause the cooldown indicator to
not show online
* UI: Fix edge case that could leave a dialog box onscreen
* NET: Fix edge case that leaves the client in lobby-limbo if the host
disconnects
* NET: Fix remote clients not skipping tips screen when playing
consecutive online matches
* NET: Handled some edge cases when there is no internet connection
present
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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Gameplay/balance changes for units:
* Archon (Titan)
* Basic Attack -- Damage decreased from 400 to 350
* Exterminate -- Damage decreased from 500 to 400
* Behemoth (Titan)
* Recuperation (Out of combat health regeneration)
* Regeneration rate increased from 0.25% to 0.45% of maximum health
per second
* Relentless (In combat health regeneration)
* Regeneration rate increased from 0.025% to 0.045% of maximum
health per second
* Eternal (Titan)
* Time Vortex (Slowing Aura)
* Now slows enemies by 50% down from 60%
Visual Improvements:
* The Evil Arcane theme now has its own worker. Evil dorfs arrive!
Audio Changes:
* Added Additional Unit VO:
* Democorn
* Sentinel & Stone Knight
* Rat
* Highguard
* Thunderling
Adjusted VO:
* Chunder
* Miscellaneous Improvements
* Users on all platforms who were suffering from abnormally high GPU
* Utilisation should no longer suffer from this issue
Bug Fixes:
* Crashes & Show-stoppers
* A number of graphics related Linux crashes should no longer occur
Levels / Campaigns:
* Fix an issue on Level 13 of the War for the Overworld campaign where
Arcane Templar's shields would appear without their texture
Miscellaneous:
* Fix some minor warnings
This release also fixes the crash I encountered when adding the game in
54e484fa385b16858bad77041da19c52238ae1c9.
Upstream ticket:
https://brightrockgames.userecho.com/communities/1/topics/4685-x
Signed-off-by: aszlig <aszlig@nix.build>
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New & Changed Features:
* Added a new multiplayer level: Terminal.
* Added new graphics options (see second page of Advanced Graphics
Options).
* Added particle effects to make switches look more interactive.
* Added platform identifier icons for MP.
* Added some text to clarify successive NG+ runs.
* Hacked "Just Practicing" achievement so it will be awarded for
unlocking Insane+ on all CM levels.
* Updated Rewired input manager to version 1.1.18.0. Provides support
for 3Dconnexion SpaceMouse Compact and SpaceMouse Wireless.
* Added 30 Hz option to V-Sync setting.
* Private Matches now show password in the lobby now (unless it's
hidden).
Fixes:
* Fixed an issue with warpers and chunked-out areas.
* Fixed count-based Achievements on GOG Galaxy.
* Fixed issue in CM where a robot could be a Variant AND a Super.
* Fixed an issue with fabricated bots being invisible in some cases.
* Alien secret doors no longer trigger when Flak 'targets' them.
* Fixed a graphical glitch with Super Powerups after save/load.
* Fixed an issue where completing Ymirus on NG+ wouldn't properly
update saved NG+ values.
* Fixed an issue where the Super Op warning message could block a the
final message in a Secret Level.
* Fixed a problem with some bots not activating properly after loading
a saved game.
* Added translations for cheat messages and other text.
* Fixed a couple of minor text issues, including the spelling of
"Initiated."
Updates/Fixes in Level Editor Build 34:
* User level [format] improvements
* Automatic chunking is now controlled by a export-time flag and not
an ifdef
* Support for reference_guid in Entities of an .overload for
overriding with inline prefabs. Use "$INTERNAL$:" as a reference to
the entity internally to the overload file
* Bumped user level version number to 4
* Added LocalPosition and LocalRotation to the ITransformComponent
interface
* Added UnityEngine.BoneWeight as a native serialized type
* Added CreateInlinePrefab as a new command for user level files
* User level support for loading asset bundles for OSX and Linux
platforms (in addition to the existing Windows)
* Updated UnityEngine.Mesh support for colors32, boneWeights, and
bindposes
* More emulated Unity matrix4x4 support and BoneWeight
Signed-off-by: aszlig <aszlig@nix.build>
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This build frequently fails for i686-linux and thus blocks the generic
channel and I think the demand for a 32bit build is very very low (or
maybe there is no demand *at* all).
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @sternenseemann
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This basically switches the source to my pull request with a few fixes
for indentation:
https://github.com/LnL7/vim-nix/pull/19
The main annoyance was that writing "with ...;\n\nlet" was indented one
level deeper and I'm regularly writing small Nix expressions with
something like this, eg. to quickly test things or abuse the Nix sandbox
for programs I don't want to run unsandboxed ;-)
Signed-off-by: aszlig <aszlig@nix.build>
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Upstream fixes:
* Bug preventing buildings from being placed where there would be a
path/flooring tile in front of the door.
* Music not playing at the Luau festival and in town.
* Clients occasionally crashing in rainy weather.
* Server crash when there are no available network adapters.
* The load menu showing 'no saved games' while searching for files.
* Crash that occurred if you collided with a monster on the first
frame you entered a new location.
* Robin forgetting that she's meant to upgrade a farmhand cabin if
the farmhand disconnects abnormally.
* Farmhands not being able to set the next day's weather with rain
totems.
* Farmhands 'swimming' inside their cabins if they're disconnected
while swimming in the spa.
* Swimming-related visual bugs in on farmers' faces.
* Furniture rotation graphical glitch.
* A crash that occurs if you try to copy an invite code while
remotely logged into the machine the game is running on.
* A German localisation issue with '%Farm' appearing in text instead
of the farm's name.
* Spouse NPCs not kissing farmers.
Also some various internal changes requested on the modding wishlist.
The upstream URL with the release notes is:
https://community.playstarbound.com/threads/stardew-valley-multiplayer-known-issues-fixes.147892/
Signed-off-by: aszlig <aszlig@nix.build>
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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>
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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>
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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>
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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>
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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
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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>
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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
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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>
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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>
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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>
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* 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.
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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>
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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>
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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>
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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>
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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>
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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>
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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>
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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>
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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>
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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>
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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>
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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>
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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>
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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>
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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>
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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>
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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>
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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>
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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
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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>
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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>
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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>
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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>
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