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* pkgs/build-game: Try to evade tarbombsaszlig2017-09-131-1/+21
| | | | | | | | | | A lot of games (especially Unity games) come as a tarbomb, so in order to avoid having those files all over the place we now create an additional directory before unpack and set the sourceRoot to that if it's a tarbomb and if that's not the case set it to the single file within that directory. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/build-unity: Switch to using buildGameaszlig2017-09-132-31/+20
| | | | | | | | | | | Now we no longer need to invoke patchelf by ourselves and all of the dependencies are patched automatically. I've added gtk2-x11, gdk_pixbuf and glib to buildUnity as well, because after inspecting other Unity games they seem to require the same libraries as well. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/build-game: Add runtimeDependencies attributeaszlig2017-09-134-11/+24
| | | | | | | This allows us to add libraries to the RPATH despite being required by the respective game. By default there is only PulseAudio at the moment. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/games: Add a new buildGame functionaszlig2017-09-133-0/+178
| | | | | | | | | | | | | | | The main functionality for this function is to gather missing dependencies in ELF executables and shared libraries and using patchelf to set the right RPATH. All of the dependencies are searched based on what we have in one of the buildInputs variables, so all we need to do is list them in there. One thing that's still left to solve is adding libraries to the RPATH which are only required at runtime. An example for this would be the pulseaudio library. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/build-unity: Create desktop entryaszlig2017-09-101-2/+19
| | | | | | | | | | | | This automatically creates a desktop entry based on the given fullName and the standard path for the icon (Resources/UnityPlayer.png). Well, at least I hope that the icon path is standard, but we'll see once we use buildUnity for more games. Tested using Plasma 5 for Invisigun Heroes. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/build-unity: Wrap binary instead of linkingaszlig2017-09-101-2/+4
| | | | | | | | The executable of Unity games at the moment is unable to find its own path if it can't do a stat() on argv[0]. So wrapping the program helps here for now. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* games/invisigun-heroes: Factor out into buildUnityaszlig2017-09-104-38/+67
| | | | | | | | | | | There are a lot of Unity games out there, so it's a good idea to have a generic builder just for Unity, which we then can apply to a lot more games. Right now this is a pretty basic abstraction which I've only tested with Invisigun Heroes. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/games: Inline base-module.nixaszlig2017-09-102-14/+11
| | | | | | | This is such a short expression that really shouldn't belong in its own file, so that everything we want to know is there in default.nix. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* games/invisigun-heroes: Update to version 1.5.30aszlig2017-09-101-2/+3
| | | | | | | | | | | | The full upstream changes are a bit long to list here between 1.5.1 and 1.5.30, so here are the release notes from the official site: http://www.sombr.com/pub/SIG/tools/ReleaseNotes.php We're now using a version attribute for the fetchItch function, so that future updates won't break the package expression. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* games/fetch-itch: Allow to pass a versionaszlig2017-09-101-4/+30
| | | | | | | | | | | | | | | | | | So far we had a similar "experience" with itch.io as we had with humblebundle having upstream URLs being updated in-place and thus whenever we're trying to get an earlier revision than the latest one, our fetcher would fail. However, itch.io has build IDs which even contain version string that we can actually use in our packages as-is and they directly map to a build ID. This commit implements just that, so that whenever a version attribute is passed to fetchItch, an explicit version is selected. If such a version couldn't be found, a list of the most recent versions is displayed, which should also make it easier for updating packages. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/vim: Clean up autocommandsaszlig2017-09-051-13/+13
| | | | | | | | | | | | I was using set for a bunch of these, but these autocommands are only used for single buffers so let's actually make sure they are set only there by using setlocal. In addition to that I've corrected usage of '==' to use '==#', because '==' actually depends on user settings whether it's case sensitive or not (set ignorecase). Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/vim: Add sleuth plugin for indent detectionaszlig2017-09-051-0/+7
| | | | | | | | I work with a lot of differente repositories and different indentation styles, so I hope this plugin will help cope with that so I no longer need to set those settings manually. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/vim: Add plugin for editing CSV filesaszlig2017-09-051-2/+16
| | | | | | | | | | | I happen to work with CSV files quite a bit lately but it's a major nuisance doing so with a normal text editor and I don't want to use a full-blown spreadsheet programm just for a few CSV files or even write a script every time I need to edit only a tiny bit. So this plugin solves that problem for me. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/vim: Be more agressive with including pluginsaszlig2017-09-051-22/+33
| | | | | | | | | | | Originally I only wanted to make sure the ftplugin gets loaded before the syntax file, but while at it I thought just prepending/appending stuff to the runtimepath is not enough for me. So now my version of Vim has all the plugins directly in the standard directories just as if they came with upstream. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/aszlig: Add xournal with aspect ratio patchaszlig2017-09-043-1/+90
| | | | | | | | | This is an override of xournal with a patch that allows to keep the aspect ratio while resizing. Origin of the patch: https://sourceforge.net/p/xournal/patches/58/ Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/games: Add Invisigun Heroesaszlig2017-08-254-1/+138
| | | | | | | | | | This introduces support for fetching games from itch.io, because the Humble Bundle version unfortunately only provides a Steam key and we obviously don't want that. I only played two levels, but so far it works as intended. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/vim: Update vim-nix to latest master versionaszlig2017-07-311-2/+2
| | | | | | | The current master contains a few fixes with indentation which I regularly hit while writing Nix expressions. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* Merge pull request #14 (add Antichamber)aszlig2017-07-282-0/+57
|\ | | | | | | | | | | | | | | | | | | | | Pull request is from @layus and I haven't tested the game, because I don't own it myself, but apparently @Profpatsch seems to got it working to the point of having a black screen, but that could be a rendering issue. So I'm merging this anyway, because even if only one person (@layus) is going to play it, it won't hurt and if multiple people using the expressions we probably get bug reports :-)
| * antichamber: init at 1.1Guillaume Maudoux2017-07-242-0/+57
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* | games: Add DOTT and Grim Fandangoaszlig2017-07-283-0/+249
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Both are the remastered versions available via Humble Bundle and both also needed a bit of patching via an LD preloader in order to work as intended. Day of the Tentacle conforms to XDG but it assumes that the data directory is in the same directory of the executable, so we fake /proc/self/exe to point to the "$out/share/dott/DUMMY". The "DUMMY" here is because the implementation does a dirname() on the directory. Grim Fandango on the other hand needs a bit more patching, so we first of all override the _first_ chdir() the game does to point to the data directory but we also override fopen64() and opendir() to use the XDG_DATA_HOME-based save directory whenever one of these calls point to "./Saves/..." because the data directory resides inside the store and thus is (of course) read-only. I had the expressions for these two games laying around for quite a while, so while merging another game from a PR I thought it would be a good opportinity to merge them as well. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* | pkgs/vim: Add vim-multiple-cursors pluginaszlig2017-07-251-0/+7
|/ | | | | | | | | While I find visual (block) mode quite useful, it doesn't cope well if you have multiple lines that aren't aligned perfectly. This plugin adds that missing feature. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* Revert "pkgs/games: add antichamber"Profpatsch2017-07-242-59/+0
| | | | | This reverts commit 1fcecd0b9d6424f32f304c4fda0598894aac2011. It was written by @layus and the code came from PR #14.
* pkgs/vim: Switch Haxe plugin to vaxeaszlig2017-07-241-12/+9
| | | | | | | | | | | | | | | | The Haxe plugin(s) I've used so far (vim-haxe and vim-haxe-syntax) are no longer actively maintained since 2014. On the other hand "vaxe" is based on the work on vim-haxe and vim-haxe-syntax, is actively maintained and supports newer language features of Haxe as well. I've patched out syntax highlighting for ',' and ';', because I really get eye cancer with this and reminds me a bit about the annoying bold colons when using nickname completion back in the days where BitchX users were widely seen on IRC. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/vim: Wrap lines at 79 chars instead of 80aszlig2017-07-241-4/+4
| | | | | | | | | | The reason is that for terminals that have a width of 80 characters, having a line with exactly 80 characters will wrap it. I've wrapped most of my code in 79 characters since a while manually, so it's time to enforce this by the editor. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/vim: Set history size to 500 linesaszlig2017-07-241-0/+1
| | | | | | The default is 50, which is a bit small for my taste. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/vim: Add flag to skip defaults.vimaszlig2017-07-241-0/+1
| | | | | | | | This one is annoying because it enables mouse mode and it's sourced *after* our defined configuration. Setting skip_defaults_vim disables this behaviour. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* modules/aszlig: Make vim module a plain packageaszlig2017-07-242-1/+378
| | | | | | | | | | | | I don't use anything that's machine specific within my Vim configuration (and even if, we can pass it via the callPackage arguments) so it's kinda pointless that it's a module instead of a plain package (override). This makes it also easier to nix-build the package without the need to go through the module system. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* starbound: Update to version 1.3.2aszlig2017-07-191-3/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Additions and changes: * Reduce cost of player station parts * Show some system information on hovering over stars in the navigation interface * Show system name on the system screen in the navigation interface * Properly beam away a player's mech when a player beams off the world * Deploying to asteroid fields puts you in a position related to where in the field your ship is * Allow any number of script panes with no source entity * Add player.interact lua binding * Keep player from starving when in a mech Bug fixes: * Various NPC and Monster behavior fixes * Fix issue where player ships from other systems would be visible on the navigation screen * Fix issue where deploying to a party member could result in deploying a mech to their ship * Improve jarring movement of the sky during flying and warping * Fix issue where inventory items would count twice in crafting interfaces * Fix parameters argument for spawnnpc console command * Fix issue allowing the player to fly the ship before fully repairing it The full upstream release announcement can be found at: http://playstarbound.com/starbound-1-3-2-changelog/ Tested using the games.starbound VM test. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/nixops: Update to latest upstream masteraszlig2017-07-041-2/+2
| | | | | | | I need to thoroughly test the latest development version, so it's a must to keep it up to date. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* profpatsch/jmtpfs: Drop vuizvui packageaszlig2017-06-222-43/+1
| | | | | | | | | | | | | | | | | The package fails because the mtp-jolla.patch was already applied upstream, see the following build log: https://headcounter.org/hydra/log/d21f1590i2hs6xhgkdr00906ksnvgxfz-libmtp-1.1.13.drv This is the upstream commit by @Profpatsch that's now part of libmtp version 1.1.13: https://sourceforge.net/p/libmtp/code/ci/8919ebeef58251639454c2394c0274597be3df9c/ Tested by evaluating machines.profpatsch.katara. Signed-off-by: aszlig <aszlig@redmoonstudios.org> Cc: @Profpatsch
* starbound: Update to version 1.3.1aszlig2017-06-201-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Minor changes / bug fixes: * Added and improved sound effects for a variety of monsters, weapons and mech components * Fixed lots of typos * Fix "Parts and Labour" quest description not matching its requirements * Fix bookmarks not being sorted alphabetically * Fix players "swimming" off rail stops using rail hooks * Fix world.spawnLiquid not functioning on tiles with rails/platforms * Fix a bug allowing placement of blocks on some outside walls of player stations * Fix Triplod not registering in monster collection when captured * Fix final ore type not being listed in navigation interface for some planets * Fix placement of a boulder trap in a challenge room * Fix rustick being affected by physics forces/collisions * Make airless space areas actually airless and require breath protection * Fix tier 4 mech bodies not protecting against radiation * Fix penguin weapon shop not unlocking when repeating weapon testing mission * Fix passive monsters becoming aggressive when player engages hostile monsters * Fix some systems not zooming out far enough in nav and planets going out of view * Fix a bug causing a navigation crash when selecting gas giants * Fix objects with minimum / maximum liquid levels not being broken * Fix item drops being stuck in force regions at top / bottom of world * Fix quest indicators being affected by world lighting * Fix bug preventing some background tiles from being painted * Disable "go to quest" button in nav when that system isn't explored (e.g. in another universe) * Fix some bugs when dual wielding rail hooks * Prevent activating techs during mech deployment * Don't show the "E" hint in dialog sequences that are not skippable * Fix a bug where navigation could be canceled after consuming fuel but before starting flight * Rework behavior of hoverbikes in zero gravity * Boats no longer sail out of water * Add an icon to Tonauac's safe fall blessing * Add a few more mech horns * Prevent rail trams from driving off the ends of active stops Modding API changes: * Add world.setDungeonId binding Full upstream release announcement: http://playstarbound.com/1-3-1-changelog/ Tested using the games.starbound VM test. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* santander: Update + convert to Chromium extensionaszlig2017-06-181-116/+50
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | The new version of the "TRAVIC-Sign" extension that's used by the Santander bank now relies on native messaging, so it's much much easier for us to sandbox and also easier to integrate. For more information about native messaging see: https://developer.chrome.com/extensions/nativeMessaging So the upstream only contains a Firefox extension, but it doesn't deviate very much (at least since the new non-XUL API) from the Chromium extension API, so we only need to patch the manifest (where we also constrain the sites that the extension is allowed to run) and refer to the Wine wrapper in the native messaging host configuration file. Right now, the Chromium version that we have in <nixpkgs> still refers to /usr/share/chromium/extensions in order to search for system-provided extensions, so we need to fix that as well. In our workstation profiles we now no longer have the santander package in lazyPackages, because it's also no longer a binary. Previously the main reason why I added it to lazyPackages was that the whole santander package had a closure size of several hundred megabytes because of the Wine prefix. The latter now is essentially empty. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs: Remove Tomahawk from the source treeaszlig2017-06-182-92/+0
| | | | | | | | | | | | | | Tomahawk is no longer actively developed and the current state within vuizvui is also broken. So after asking the users of brawndo and tyree whether they still use it they answered with a "no", so it doesn't make sense to fix up that package if noone is using it anyway. This has also been announced via the README in the official GitHub repository, where the change + comments can be seen here: https://github.com/tomahawk-player/tomahawk/commit/c8389592488c07079 Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/fetch-humble-bundle: s/requests2/requests/aszlig2017-06-161-1/+1
| | | | | | | The requests2 package has been merged into the original project upstream and thus is deprecated. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/gajim: Only build for x86_64-linuxaszlig2017-06-161-1/+3
| | | | | | | | The tests that were failing (see previous commit) were actually related to pyopenssl and i686-linux, so let's just build Gajim for x86_64-linux because we won't use it on i686-linux anyway. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* Revert "pkgs/gajim: Disable tests for pycrypto"aszlig2017-06-161-2/+0
| | | | | | | | | This reverts commit 121e4e98190cebe9fe64348ff3d16d2c049678c2. I wasn't actually paying attention about the tests that were failing and indeed the failing tests were in pyopenssl rather than in pycrypto. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/gajim: Disable tests for pycryptoaszlig2017-06-161-0/+2
| | | | | | | | This package is outdated and only there for exactly that purpose (because some Gajim plugins still depend on it), so we don't care about failed unit tests, because those that are failing do not affect us. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/tomahawk: Mark as brokenaszlig2017-06-161-0/+1
| | | | | | | I don't have time to look into this right now, but it doesn't build because liblastfm doesn't build with Qt 5. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* starbound: Update to version 1.3.0aszlig2017-06-091-2/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Major upstream changes are: * Navigation Overhaul: The cockpit navigation interface has been completely overhauled. Planets, moons and ships are all visible and orbit each other in real time. Systems will now contain NPC stations, friendly and hostile NPC ships, and strange space anomalies to visit! * Customizable Mechs: Explore these new space locations in customizable spacefaring mechs! Traverse hostile space in zero gravity, fight powerful new space monsters, and collect unique rewards as you upgrade your mech to progress through more difficult hazards. Mechs can also be deployed to planets, to crush your enemies with overwhelming firepower! * Modular Space Stations: Make a permanent home among the stars with player-owned stations! Use a station transponder to place your station into orbit, then expand it with modular rooms to suit your needs. The full changes can be found at the announcement blog post at: http://playstarbound.com/spacefarer-update/ One of the changes not listed there is that the archive now consists of a server_linux and client_linux directory, where the latter is structured the same as in previous versions. However, both contain the server binary and both of these binaries match in content. So I'm assuming that the server_linux directory is only a trimmed-down version in terms of assets but otherwise pretty much the same. I've also fixed the VM test, which didn't recognize the font of "Species" anymore, so we're now matching on "randomise". In addition to that I've added a sleep of 30 seconds before the final screenshot, so we get a picture of the fully rendered intro scenario. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* humble-bundle: Add helper for solving captchasaszlig2017-06-091-2/+96
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This is not only a major annoyance for us but seems to bother a few other people using the humblebundle-python API: * saik0/humblebundle-python#11 * saik0/humblebundle-python#14 * saik0/humblebundle-python#15 While digging through the reCaptcha2 API and also the implementation of the Humble Bundle site, I stumbled over this code from https://www.humblebundle.com/user/captcha: var captcha = new Recaptcha2('captcha-holder'); $('input[type=submit]').click(function(e){ e.preventDefault(); // recaptcha v2 only cares about response, but we can let the Android app interface stay the same var challenge = ''; var response = captcha.get_response(); var android_defined = false; if (typeof Android != 'undefined') { Android.setCaptchaResponse(challenge, response); } }) So we only need the response, which we do now using a very ugly written Qt 5 QWebEngine GUI which we use to ask the user to solve the captcha. Combined with our downloader, it works like this: Whenever the login fails with a HumbleCaptchaException, we print a message with the store path to the GUI helper. We're inside a fixed-output derivation builder, so we do have networking. The GUI helper also runs a small TCP server listening on port 18123 and the downloader inside the Nix builder constantly tries to connect to that port and waits until it gets just one string (the connection is directly closed afterwards and the GUI helper exits), which is the response. This is then passed as recaptcha_response keyword argument to the login() method of the HumbleApi object. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* stackenblocken: add volume optionProfpatsch2017-06-011-2/+3
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* pkgs/profpatsch/backlight: initProfpatsch2017-05-313-1/+58
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* pkgs/games: add antichamberProfpatsch2017-04-262-0/+59
| | | | Written by @aszlig.
* pkgs: Add an overridden Gajim with old pycryptoaszlig2017-04-232-1/+33
| | | | | | | | This is for the time being until either NixOS/nixpkgs#21671 has been resolved or the next major version of Gajim has been released, because the latter no longer uses pycrypto. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs: Move callPackageScope into pkgs/libaszlig2017-04-232-25/+30
| | | | | | | | Now the pkgs/default.nix is a lot more readable because it has only the top-level derivations and the callPackageScope invocations for the corresponding sub-scopes. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs/show-qr-code: Move into pkgs/profpatschaszlig2017-04-233-1/+1
| | | | | | | | | Tested evaluation using: nix-instantiate pkgs -A vuizvui.profpatsch.show-qr-code Signed-off-by: aszlig <aszlig@redmoonstudios.org> Cc: @Profpatsch
* pkgs: Use callPackageScope wherever applicableaszlig2017-04-234-43/+50
| | | | | | | | | | | | | This should remove a lot of clutter from pkgs/default.nix into corresponding sub-scopes, eg. pkgs/openlab/default.nix. Apart from restructuring there is no change of runtime functionality involved. Tested by evaluating with "nix-env -f pkgs -qaP". Signed-off-by: aszlig <aszlig@redmoonstudios.org> Cc: @Profpatsch, @sternenseemann
* pkgs: Improve callPackageScope customisationaszlig2017-04-231-2/+18
| | | | | | | | | | | | | | | By default callPackageWith adds an overrideDerivation attribute, but that won't work with our new package scopes, so we add an override attribute by ourselves without the overrideDerivation attribute. That aside, we now use functionArgs on not only the superset of packages but also for the scope utility functions (callPackage/callPackage_i686) that we pass down to our new package scope. If we didn't do that, the Nix expression of the subscope would always need to define callPackage and callPackage_i686 in their function arguments, regardless of whether it's needed or not. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs: Move all of my packages into pkgs/aszligaszlig2017-04-2316-15/+28
| | | | | | | | | | | | | This already has started in e0abe1dbbda54c1f048b5d38df05e1a3289216a6 with @Profpatsch putting his packages into its own namespace, so let's continue on that and move my crap into my own namespace as well. The only difference in my approach is that I'm now also using a new function called callPackageScope, which declutters pkgs/default.nix a bit and moves the individual callPackage invocations into aszlig/default.nix. Signed-off-by: aszlig <aszlig@redmoonstudios.org>
* pkgs: Move jmtpfs to pkgs/profpatschaszlig2017-04-232-5/+8
| | | | | | | | This clearly is something currently only @Profpatsch wants, so lets move it into the user namespace. Signed-off-by: aszlig <aszlig@redmoonstudios.org> Cc: @Profpatsch