| Commit message (Collapse) | Author | Age | Files | Lines |
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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>
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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>
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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>
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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>
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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>
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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>
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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>
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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>
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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>
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The current master contains a few fixes with indentation which I
regularly hit while writing Nix expressions.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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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 :-)
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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>
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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>
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This reverts commit 1fcecd0b9d6424f32f304c4fda0598894aac2011.
It was written by @layus and the code came from PR #14.
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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>
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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>
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The default is 50, which is a bit small for my taste.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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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>
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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>
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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>
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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>
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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
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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>
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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>
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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>
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The requests2 package has been merged into the original project
upstream and thus is deprecated.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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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>
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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>
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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>
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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>
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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>
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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>
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Written by @aszlig.
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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>
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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>
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Tested evaluation using:
nix-instantiate pkgs -A vuizvui.profpatsch.show-qr-code
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
Cc: @Profpatsch
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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
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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>
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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>
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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
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A lot of crap has been accumulated there over the years, so I'm removing
at least the stuff that I have introduced.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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WebKitGTK+ has a bunch of security vulnerabilities:
* WSA-2017-0002
* WSA-2017-0001
* WSA-2016-0006
* WSA-2016-0005
* WSA-2016-0004
We're using dwb in conjunction with this insecure version only for *one*
specific application with *one* specific web site, so the attack surface
is relatively low.
The main issue with this is that the plugin required for the Santander
page is based on NPAPI and most of the browsers out there do not support
NPAPI, except a few ones:
https://en.wikipedia.org/wiki/NPAPI#Browser_support
I've tried to embed the plugin within Midori but I couldn't get it to
work so far (Midori just says "No plugin available"), so I'm sticking
with dwb for now, because the other browsers listed here either have the
same problem (uzbl) or are simply too heavyweight.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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We can now safely drop the patch for NixOS/nixops#508, because it has
long been applied to master and also partially reverted as well in
NixOS/nixops@4bbceb294fc50146a4fd47352fba786ee1af6654.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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I'm no longer using Tomahawk at the moment, so I'm not very ambitous to
get this build running in a *clean* way. So this is more or less a "get
this shit to build no matter what" fix rather than investigating why it
really fails to discover the dependencies.
Signed-off-by: aszlig <aszlig@redmoonstudios.org>
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