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* games/gog: Add The Longest Journeyaszlig2019-06-113-0/+136
| | | | | | | | | | | | This is basically a wrapper around ResidualVM, which I also patched so that we can inject a basic config file from the Nix store that contains the basic game information. The ResidualVM build is pretty minimal in that we only use those dependencies that we actually need for the game. Signed-off-by: aszlig <aszlig@nix.build> Cc: @Profpatsch
* vim: Add syntax highlighting for Jinja2aszlig2019-06-111-0/+9
| | | | | | | 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>
* vim: Add syntax/indent configuration for PHPaszlig2019-06-111-0/+7
| | | | | | | | | | | | | | 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>
* games: Use preferLocalBuild for fetchersaszlig2019-06-114-0/+7
| | | | | | | | | | | | | | | | 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
* games/gog: Add Heroes of Might & Magic 3: Completeaszlig2019-06-113-0/+134
| | | | | | | | | | | | | | | 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>
* crosscode: 1.0.3 -> 1.1.0aszlig2019-06-111-2/+2
| | | | | | | | | | | | | | | | | | | | | | | 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>
* fetch-gog: Provide a better login failure messageaszlig2019-06-111-2/+8
| | | | | | | | | | | | | | | | | | | | | | | | 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
* crosscode: 1.0.2 -> 1.0.3aszlig2019-06-111-2/+2
| | | | | | | | | | | | | | 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>
* machines/shiki: move the notify-send invocation outProfpatsch2019-05-311-2/+1
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* pkgs/profpatsch/DhallTypedInput: Document moduleProfpatsch2019-05-181-40/+91
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* pkgs/profpatsch: Haskell dhall import with custom typesProfpatsch2019-05-181-0/+181
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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)
* machines/haku: open less ports in firewallProfpatsch2019-05-161-0/+1
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* pkgs/profpatsch: manual dhall-nix updateProfpatsch2019-05-161-1/+12
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* pkgs/profpatsch/display-infos: display remaining battery lifeProfpatsch2019-04-231-5/+37
| | | | The battery life is displayed as an [sft] timespan.
* pkgs/profpatsch/sfttime: factor out the sft epochProfpatsch2019-04-231-2/+4
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* pkgs/profpatsch: fix hnix overrideProfpatsch2019-04-201-0/+1
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* pkgs/profpatsch/nman: fix go buildProfpatsch2019-04-201-1/+3
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* pkgs/profpatsch/display-infos: add sfttime and AC chargerProfpatsch2019-04-202-7/+10
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* pkgs/profpatsc: add sfttimeProfpatsch2019-04-203-0/+158
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* build-support/build-sandbox: add support for mounting /nixProfpatsch2019-04-183-19/+53
| | | | | | 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.
* buildSandbox: return the exit status of wrapped executableProfpatsch2019-04-181-2/+18
| | | | | Since we want to create a transparent sandbox, returning the same exit code as the wrapped process is very important.
* pkgs/profpatsch: add dhall types for s6 servicedirProfpatsch2019-04-0223-0/+285
| | | | | 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`.
* pkgs.profpatsch: add git-commit-index toolsProfpatsch2019-03-253-0/+178
| | | | | | | 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.
* pkgs.profpatsch: add nixperimentsProfpatsch2019-03-251-0/+22
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* sandbox: Add an option to set up /bin/shaszlig2019-03-233-5/+33
| | | | | | | | | | | | | | | | 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>
* pkgs.profpatsch: remove stray local pathProfpatsch2019-03-031-1/+1
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* pkgs.profpatsch: bump utils-hsProfpatsch2019-03-031-2/+2
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* pkgs.profpatsch: add patched haskellPackagesProfpatsch2019-03-032-6/+66
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* stardew-valley: Update to version 1.3.33aszlig2019-02-131-2/+2
| | | | | | | | | | | | | | | | | 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>
* monogame-patcher: Fix SHA256 hashes for depsaszlig2019-02-131-2/+2
| | | | | | | | | | | 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>
* games: Use "mono" instead of "mono50"aszlig2019-02-134-9/+9
| | | | | | | | | | | 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>
* fetchHumbleBundle: Fix fetching productsaszlig2019-02-131-0/+2
| | | | | | | | | | 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>
* fetchHumbleBundle: Fix getting recaptcha responseaszlig2019-02-131-1/+5
| | | | | | | | | | | | | | | | | | 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>
* taalo-build: Allow to build multiple derivationsaszlig2019-02-131-1/+1
| | | | | | | | | | | | | | | | 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>
* sandbox: Fix linking against libnixmainaszlig2019-01-131-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* taalo-build: Switch back to instantiate + realizeaszlig2019-01-041-7/+19
| | | | | | | | | | | | | | | | | | | | 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>
* games/crosscode: Update to version 1.0.2aszlig2018-12-081-2/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* games: Rename the_bridge attribute to the-bridgeaszlig2018-12-082-1/+1
| | | | | | | | 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
*-. Merge pull requests for Epistory and The Bridgeaszlig2018-12-084-0/+74
|\ \ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
| | * add The BridgeGuillaume Maudoux2018-11-172-0/+38
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| * | epistory: initGuillaume Maudoux2018-10-032-0/+36
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* | | stardew-valley: Update to version 1.3.32aszlig2018-11-241-2/+2
| |/ |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* | invisigun-heroes: Update to version 1.6.101aszlig2018-11-171-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* | invisigun-heroes: Update to version 1.6.100aszlig2018-11-161-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* | crosscode: Update to version 1.0.1aszlig2018-11-131-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* | pkgs/santander: Fix library path for pcscliteaszlig2018-10-211-1/+1
| | | | | | | | | | | | | | | | 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>
* | pkgs/vim: Use flake8 from python3Packagesaszlig2018-10-131-2/+2
| | | | | | | | | | | | | | | | 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>
* | pkgs/vim: Add syntax highlighting for mesonaszlig2018-10-021-1/+12
| | | | | | | | | | | | | | | | | | | | | | 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>
* | pkgs.profpatsch: switch to different import schemeProfpatsch2018-09-224-45/+52
| | | | | | | | | | Reference files in `bin` outputs for a derivation as an attribute set, with renaming capabilities.
* | pkgs/sandbox: Add dependency on Boostaszlig2018-09-221-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>