| Commit message (Collapse) | Author | Age | Files | Lines |
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This is the result when you combine Might and Magic 4 and 5 and ScummVM
very recently got support for that. See http://scummvm.org/news/20180501
for the announcement.
So we're wrapping the game using latest git version of ScummVM.
Signed-off-by: aszlig <aszlig@nix.build>
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The patches are basically the same but only the files were moved to a
different place in the upstream repository.
Tested building and execution.
Signed-off-by: aszlig <aszlig@nix.build>
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The hotfix release 1.6.71 contains the following fixes:
* UI: Fixed sorting of UI dialogs when in-match
* UI: Fixed missing Chinese translation for training menu label
* UI: Fixed resolution "free" label value change when changing
languages
New features in version 1.6.70:
* New localization: French
* New localization: Chinese
* UI: Language selector is presented on first launch
* UI: Some title screen layout adjustments for localization (complete
reskin later)
* CRONUS: Finally has a unique victory pose (like the rest of the
cast)
Fixes in version 1.6.70:
* GAME: GIF export files are properly closed when canceling
* GAME: Fixed empty powerup crate falling once on clients if all
powerups are disabled
* GAME: Fixed not being able to split shots on clients if projectile
is already destroyed on the host
* GAME: Fixed possibility for two projectiles to create a blast
barrier instead of hitting objects
* GAME: Fixed missing left ember spawner on The Catacombs
* GAME: Random map is refreshed when returning to the lobby from a
match
* GFX: Fixed the tint of Epi's ghost in his victory pose
* UI: "Keyboard" is now properly localized on player selectors
* UI: Fixed potential for game to stall if localized text parsing
fails in some edge cases
* UI: Better spacing in GIF end cards for multi-line Steam usernames
* UI: Fixed Connect button being selected after removing IP digits
using the GUI
* UI: Various minor layout fixes for different locales
* UI Fixed ready up indicator minor scaling issues
* AUDIO: Fixed replays always playing SFX at max volume
* EPI: Fixed ghost Epi getting hit instead of real Epi if standing in
the same spot
Full upstream change log:
https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt
Signed-off-by: aszlig <aszlig@nix.build>
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This is to make sure that noone accidentally installs this either via
"nix-env -i" or via "nix-env -u".
Signed-off-by: aszlig <aszlig@nix.build>
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This adds version 1.3.11 of the ongoing multiplayer beta, so it can be
conveniently installed via Nix :-)
I haven't tested this a whole lot, only started a new farm, walked
around and that's it.
Signed-off-by: aszlig <aszlig@nix.build>
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So far we only showed the main installer packages that are available for
a certain game. However there are other things such as downloadable
content and related products that we might be interested in.
I needed this mainly because the Stardew Valley beta download is listed
as bonus content.
Signed-off-by: aszlig <aszlig@nix.build>
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I haven't bisected this to know the exact commit that made this change
necessary, but it might be that SDL2 now no longer propagates libGL
anymore.
If this is the case for other games as well, I might want to do a
bisect, but for now let's just fix it.
Signed-off-by: aszlig <aszlig@nix.build>
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Unlike the other Unity3D games, LIADS writes settings and save files to
XDG_DATA_HOME, so we need to add it to the required sandbox paths.
Signed-off-by: aszlig <aszlig@nix.build>
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Changes since version 1.3.2 (2016-01-20):
1.4.5 (2018-04-27)
* Removed Google Analytics.
* macOS build now supports 64-bit.
* Minor localization fixes.
1.4.4 (2016-09-07)
* XInput now enabled by default on Windows (bypasses some controller
problems with Windows 10 Anniversary).
* Fixed phantom inputs when using XInput.
* Fixed -debuginput launch option not working when XInput is enabled.
* Added -disabledpad launch option to disable default mapping of the
d-pad.
* Updated input device profiles.
1.4.3 (2016-07-22)
* Added debug option to get more information about attached
controllers (available by launching with the argument "-debuginput")
* Updated input device profiles
1.4.2 (2016-07-12)
* Better handling of unrecognized controllers
* Better support for the Steam Controller on Mac
1.4.0 (2016-05-12)
* Four player support!
* New playable character skins
* Difficulty balances
* Automatic support for many controllers (including PlayStation
controllers) with no need to manually remap buttons
* Support for XInput controllers and rumble (Windows only)
* Displays PlayStation button prompts when using PlayStation
controllers
* Better compatibility with non-standard controllers
* Steam Cloud saves are synced cross-platform
* Ability to cap frame rate when vsync is disabled
Signed-off-by: aszlig <aszlig@nix.build>
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I've introduced this in 45aab49b33ab2cd4c327b996d6924f104b038193.
It turns out that autocomplete_and_align when leaving insert mode is
more annoying than useful, because first of all I use hledger and it's
syntax additions and second I also use different currencies, which then
get aligned and autocompleted into "something with EUR".
Signed-off-by: aszlig <aszlig@nix.build>
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Not used at the moment (but might be in the future) and needs module import
fixes.
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Since the introduction and move of a few packages to use the sandbox, we
no longer have XDG desktop entries, because the sandbox only creates
wrappers for all programs in $drv/bin.
This now also copies the XDG desktop files and replaces absolute paths
to binaries to refer to the sandboxed binaries.
I also modified the test to go through the XDG desktop file by default
so we can ensure that this works properly.
Signed-off-by: aszlig <aszlig@nix.build>
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I only want gopass to use ASCII symbols. This is something I already
hated in pass, but I never changed it. By switching to gopass now, it's
a great opportunity to change it.
Second, I use "less -R" as a pager, which supports color so there really
is no need to disable colors before piping it to my pager.
Signed-off-by: aszlig <aszlig@nix.build>
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The build for i686-linux has been failing for a while and the program is
actually only used on x86_64-linux machines, plus I'm not maintaining it
anymore.
Signed-off-by: aszlig <aszlig@nix.build>
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Starbound not only needs libGL but also libGLU, so let's actually
include that dependency in its combined form (libGLU_combined).
Signed-off-by: aszlig <aszlig@nix.build>
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My main hledger file already contains a lot of entries even though I
just started using hledger, so folding all of that crap away seems to be
a good idea.
Signed-off-by: aszlig <aszlig@nix.build>
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This has annoyed me for a while now, especially when writing Haskell
code.
Let's say if I have something like this:
foo :: Num a => a -> a
foo a =
b
where
b = a + 1
Sleuth will detect that the indentation level is 2 spaces, but in
reality what I want is to have it at 4 spaces. So turning off Sleuth
will solve that problem, especially because we can still invoke it
manually.
Signed-off-by: aszlig <aszlig@nix.build>
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The plugin really is for Ledger instead of hledger, but both should be
compatible with the syntax. If we use something that's not compatible we
can still patch it in.
I also set the default currency to Euro and added an auto-align after
leaving insert mode because I'm lazy ;-)
Signed-off-by: aszlig <aszlig@nix.build>
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This has been changed in NixOS/nixpkgs@6bf1421f13d667c2997b67728cf777c6,
so let's change it here as well.
Quote from the mentioned commit:
Implement libGL as a symlink package which uses libraries from
libglvnd and headers from Mesa (since ones from libglvnd are
outdated).
Signed-off-by: aszlig <aszlig@nix.build>
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New features:
* UI: Player colors are changeable in the lobby for the match
* UI: Available powerups can be customized in match setup
* UI: Exported animated GIFs have an end card with the winning hero,
date, and Steam name
Updates:
* PROTEUS: Scanner drone shock count reverted to 3 pulses instead of 2
* CRONUS: Bomb drop speed increased from 10 to 12
* CARMEN: Blocks take 3 bumps to remove the reflector shield instead
of 5
* CARMEN: Max simultaneous blocks reduced from 3 to 2
* CARMEN: Spam detection time window increased from 0.5s to 0.75s
after placing a block
* PHOEBE: Phoebe can't teleport back for 0.25s after teleporting
* RONIN: Spam count reduced from 3 to 2 slashes before cooldown sets
in
* GAME: Guardians deploy from powerup pickup position
* GAME: Land Grab default time limit reduced from 150s to 90s
* GAME: Birds will scatter from Aether's pound and Cronus' bombs
* GAME: More heroes can reliably buffer the next shot during their
ability
* NET: Host join key is persistent for the entire game session if the
region is the same
* NET: Last client join key used is saved for the session
* UI: Guardian shows an indicator over targeted players when they are
visible
* UI: Title & Invisigun electricity FX don't continue forever
* UI: Initial player choice is consistent (always begins on Selene)
* UI: Custom phrases show an indicator on the victory phrase dialog
* UI: Changed training pause label from "Exit" to "Menu"
* UI: Updated victory phrase character presentation
* UI: Lobby hero selectors show a loading spinner until they're ready
for input
* UI: Improved some powerup icons
* UI: Added some icons to options buttons
* UI: Smoother and more accurate replays and exported GIFs
* UI: Even faster animated GIF exporting
* UI: Replay GIFs show connection strength for online matches
* UI: Better mini powerup icons on the scoreboard
* SFX: Updated map loading audio cue
* GFX: Power shots have a subtle animation on the front of the
projectile
* GFX: Softer rolloff for lighting fx
Map updates:
* The Conundrum: layout adjustments
* Polar Express: minor tile swap, fewer ember spawns from the edges
Fixes:
* CARRIER: Fixed some bumping and positioning issues
* SELENE: Selene can't evade scanner drone detection by jumping
anymore
* SELENE: Fixed not being able to buffer a shot after a double jump
* CRONUS: Fixed issues with bomb trail timings when the game is paused
* CRONUS: Fixed drop target stopping when bringing up the match menu
during an online game
* CRONUS: Fixed soot tracks sometimes showing up where a player was
before stepping into soot
* PHOEBE: Fixed proper destruction of projectiles teleported under
mine carts
* PHOEBE: Added some failsafe checks to prevent Phoebe getting shot
immediately after teleporting online
* PHOEBE: Potential fix for getting shot right after teleporting
online
* EPI: Fixed real Epi disappearing from spectator view & replays while
ghost Epi is teleporting
* EPI: Fixed possibility for remote client Epi to teleport to ghost's
position on button mash
* EPI: Fixed ghost Epi not leaving soot prints from Cronus' bombs
* IRIS: More accurate powerup pickups while dashing online
* IRIS: Fixed occasional failure for client dashes to work properly on
remote connections
* IRIS: Fixed occasional inability to dash through proximity doors
* RONIN: Fixed some slash FX not showing up for remote clients
* GAME: Fixed incorrect bot showing victory pose
* GAME: Guardians could destroy the wrong shots if the original target
was already destroyed
* GAME: Fixed potential for mine carts to get stuck against some rocks
* GAME: Fixed conveyor belt speed and player positioning due to
physics timestep changes
* GAME: Potential fix for projectiles sometimes stalling
* GAME: Powerups don't repeatedly drop while the match is inactive
* GAME: Fixed potential for projectiles to sometimes ricochet in
diagonal directions
* GAME: Fixed potential for two orthogonal projectiles to sometimes
create diagonal cluster bombs
* GAME: Fixed players not being able to get hit by their own split
shots
* GAME: Fixed players being invulnerable to their own cluster shots
* GAME: Improved accuracy of cluster bomb spawn location
* GAME: Fix for hitting your own resisted shots if walking into them
with lag
* GAME: Fixed an issue causing short stun times canceling existing,
longer stun times
* GAME: Fixed occasional possibility for players to be invisible
during respawns or round resets
* UI: Navigating back from Match Setup after arriving from Host a
Match returns to Join Scene
* UI: Fixed incorrect "up" controller label on player selectors in
lobby
* UI: Fixed traning pause menu input label when switching between
keyboard and controllers
* UI: Fixed spectator replay controls when switching between keyboard
and controllers
* UI: Fixed flickering UI elements on instant replay following export
of GIF
* UI: Fixed erratic replay lengths, playback, timing and GIF exports
depending on device specs
Full upstream change log:
https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt
Signed-off-by: aszlig <aszlig@nix.build>
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The config.patch doesn't apply for Gajim 1.0 anymore anyway, so let's
throw everything away, including my custom config in order to start with
a new abomination.
With the new approach, I'm going to patch the configuration defaults
*directly* into Gajim, because one of the problems with the old approach
was that whenever specifics about a configuration value has changed, I
didn't get noticed by a patch failure.
So in the end the config I was ending up was a big mess.
I'm going to start this with a new unpatched version and someday get to
a patched version that I'm staisfied with... hopefully ;-)
Signed-off-by: aszlig <aszlig@nix.build>
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The actual executable is libexec/travic-sign/travic-sign and not
libexec/travic-sign, so let's actually fix this in the native messaging
host config file.
This is mainly for the sake of OCD, because I'm not using Chromium
anymore and manually insert the path (I know, someday[TM] I will
automate this).
Signed-off-by: aszlig <aszlig@nix.build>
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The features that we needed back then are now already in stable, so no
need to use staging anymore.
Signed-off-by: aszlig <aszlig@nix.build>
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This one is an old leftover from where I ran patched versions of NixOps,
but nowadays it is already in <nixpkgs>, so no need to keep it around.
Other than that, with Hydra now running in restricted eval mode it will
run into an eval error.
Signed-off-by: aszlig <aszlig@nix.build>
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The first error is that there was a case statement fallthrough which was
actually unintended and is a bug in the ancient wildmidi used here,
while the second one was because of a structure that wasn't initialized
to zero before first use.
Signed-off-by: aszlig <aszlig@nix.build>
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I explicitly didn't want to include a \0, but unfortunately with GCC 7 a
check is performed on the size of the format arguments and the build now
fails with:
'__builtin___snprintf_chk' output between 5 and 9 bytes into a
destination of size 4
The dereference of the str pointer gives us one byte, so the size of the
format argument will be 4 in any cases plus the 0 byte at the end. While
we don't need the 0 byte because it will be added later, it doesn't hurt
so let's use a maximum size of 5 to keep GCC 7 silent.
Signed-off-by: aszlig <aszlig@nix.build>
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These are the patches I forgot to add to
77a0f47d06f3d21b78c7f34a129bc3f75d69fbf7.
Signed-off-by: aszlig <aszlig@nix.build>
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New features:
* Localization: Italian
* New Cerebrus map: Summit
* New Cerebrus map: Yinyang
* New Cerebrus map: Polar Express
Updates:
* CRONUS: Bombs no longer show nearby player indicator
* CRONUS: Bomb impact area powers up the longer the target is left out
* CRONUS: Bombs briefly show the impact area when a target is marked
* CRONUS: Bombs leave soot on the floor which makes players leave a
footprint trail
* PROTEUS: Scanner drone shocks tagged players 2 times instead of 3
* PROTEUS: Scanner drone re-deploy cooldown also applies to
self-destruction
* UI: Simplified lobby host info; better readability and presentation
* UI: "Join Code" is now known as a "Join Key"
* UI: Post-round scoreboard shows Steam nicknames
* UI: Post-match stats table headers changed to icons for localization
space
* UI: Reduced controller vibration in some UI scenes
* GFX: Better tile transitions in maps with very different adjacent
surface types
* GFX: Improved Selene's victory pose sprite
* SFX: Subtle audio cue when you first start moving to another tile, as
input confirmation
Fixes:
* CRONUS: Fixed an issue where the center bomb tiles spawned
simultaneously instead of staggered
* CRONUS: Fixed bomb trails damaging scanner drones by touching their
scan radius
* GAME: Fixed revealer carrying over to the next round
* CARRIER: Fixed carrier ball interactions while players are
teleporting
* UI: Fixed being able to quickly back out of scenes while they are
transitioning in
* UI: Fixed "Player Disconnected" popups when remote clients try to
join an active match
* UI: Fixed spam cooldown indicator still visible when a player dies
* UI: Fixed blank lobby region flag when joining a match in "ANY"
region
* UI: Fixed flag icon showing in lobby when connected via IP
* UI: Long controller names are truncated in lobby player selectors
* GFX: Fixed pit beasts sorting issues with sand piles
* GFX: Fixed y-sorting of Beast Tamer coins
* GFX: Fixed y-sorting of some fence posts on Ice Prison
* GFX: Fixed map objects showing proper bump FX over network
* SFX: Fixed music fade out when exiting challenge mode
Full upstream change log:
https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt
Signed-off-by: aszlig <aszlig@nix.build>
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Angstrong doesn't work anymore for OCaml versions lower that 4.03, so
let's use version 4.04.2 and fix logbook to cope with the interface
changes in Angstrong 0.7.0.
I've opened a pull request (sternenseemann/logbook#1) to fix it upstream
and also using the commit from the pull request here.
This fixes the following evaluation error:
in job 'channels.generic':
angstrom is not available for OCaml 4.02.3
Signed-off-by: aszlig <aszlig@nix.build>
Cc: @sternenseemann
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This is quite redundant because autoPatchelfHook already scans all
shared objects and executables for dependencies and bails out with an
error if a dependency isn't found, which is similar to what we're doing
in installCheckPhase.
Removing this should also speed up builds, especially those with lots of
files.
Signed-off-by: aszlig <aszlig@nix.build>
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This is quite straightforward and very similar to most other Mono games
and even uses XDG directories already.
Signed-off-by: aszlig <aszlig@nix.build>
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On some occasions a captcha isn't needed for login (not sure exactly
when this is the case), so we really should just log in without it
instead of bailing out with an error.
Signed-off-by: aszlig <aszlig@nix.build>
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So far we only checked for the source root by checking only one level of
directories, so for example if the source code is unpacked into
something like "a/b/c" and only "c" contains files, the previous
implementation would set the source root to be "a".
In addition we didn't do a check on the type of the contents, so for
example if the archive contains only *one* file, that *file* itself
would be set as the source root and the chdir to that will fail later.
What we do now is recursively search through directories in order to
find the last directory that does not contain *only* a subdirectory.
Signed-off-by: aszlig <aszlig@nix.build>
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We only fetch the data files from GOG here and use the port from
OpenPandora (https://repo.openpandora.org/?page=detail&app=albion_sr)
for the main game executable.
Instead of using the binaries of the static recompiler, this is
completely compiled from source and comes with a few changes in the form
of a few patches:
config.patch:
Hide the mouse cursor and set the default scaled resolution to
1280x960 (the window can still be resized) in the default
albion.cfg.
error-log-stderr.patch:
Whenever an error happens, the game usually creates a file called
"error.log", which contains the actual error message. This patch
makes sure the file isn't created but the error message is printed
to stderr.
scons.patch:
Fixes a few SConstruct/SConscript files to use the builder's
environment, so that it can find executables such as gcc.
sdl2.patch:
SDL 2 has dropped support for the keysym.unicode field at some
point, so use keysym.sym instead. This has the disadvantage that it
doesn't recognize key modifiers, so we might want to switch this to
use the SDL_TEXTINPUT event.
xdg-paths.patch:
We want to use XDG_CONFIG_HOME and XDG_DATA_HOME instead of writing
everything to one directory, so this patch makes sure that the paths
are correctly read depending on whether its an XDG directory or one
of the store paths of the game.
Signed-off-by: aszlig <aszlig@nix.build>
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We're in almost the same misery here as with HumbleBundle, because we
can't get stable download URLs with manifests for games that have an
"os" field of either "windows" or "osx".
Unfortunately, this isn't the only hoop we're going to, because similar
to the HumbleBundle fetcher, we need to solve a (re)captcha in order to
login (and I've been annoyed by countless cars, street signs, roads,
busses, store fronts, hills and mountains during development).
I tried looking for a way to get an API key similar to what itch.io is
doing, but the only mechanism in place is a temporary key which needs to
be refreshed using the old key after a while, so it's unsuitable for our
case.
The code currently is very much _not_ DRY, because a lot of it is copied
over and modified from fetchHumbleBundle, especially the captcha solving
application.
It's really a shame to see the same situation that we have for
HumbleBundle in GOG, given that HB is getting less DRM-free games these
days and GOG is DRM-free *only* (which is a very good thing).
Signed-off-by: aszlig <aszlig@nix.build>
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A lot has changed since the version I had in here and the current
upstream master, so let's get all the new bugs and features :-)
Here is a comparison with all the commits that have happened since then:
https://github.com/NixOS/nixops/compare/d1907cb1a4defa...eb6d25688a35de
Signed-off-by: aszlig <aszlig@nix.build>
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I've pushed this with a few improvements to upstream <nixpkgs> via
commit NixOS/nixpkgs@1cba74dfc1541673f91b91c3ab50dbdce43c764a.
The original pull request was NixOS/nixpkgs#34506.
Signed-off-by: aszlig <aszlig@nix.build>
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A few attributes weren't re-added to the actual derivation, so for
example whenever we add buildInputs to buildUnity the attribute would be
completely ignored.
Signed-off-by: aszlig <aszlig@nix.build>
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New features:
* New Cerebrus map: Back to the Future
Updates:
* RONIN: Slashed players will incur 0.25s of hard stun / push back, and
0.35s of soft stun
* PROTEUS: Scanner Drone won't continue to shock dead players
* PROTEUS: Next Scanner Drone has a 3s cooldown from the time the last
was destroyed (if shot down)
* CRONUS: Drop target movement speed increased from 0.17s to 0.15s per
tile
* CRONUS: Bomb hit time & lingering fire increased from 1s to 1.5s
* AETHER: Ground pound hit window is active for 0.25s instead of 1
frame
* GAME: Arx-515 teleporters are disabled for 1.25s while being used
* GAME: Reduced visibility time after firing from 0.75s to 0.5s
* GAME: Slightly reduced replay recording memory usage
* GAME: Improved presentation of players visible due to Revealer
powerup
* GAME: Players are snapped to the nearest tile when firing
perpendicular to movement
* GFX: Removed FX when revealer ends, which had the potential to reveal
real Epi's position
* GFX: Clarified readability of some boundaries on Aqueduct
* GFX: Powerup parachute drops are slightly transparent until near the
ground
* UI: Hero Profile demos properly show ability cooldown indicators
Fixes:
* EPI: Fixed cluster shots from ghost Epi breaking shields
* CRONUS: Fixed target disappearing on clients after attempting a drop
over a disallowed area
* CRONUS: Better drop target local simulation and feel for remote
clients
* MAPS: Added missing fence posts around holes on Conundrum
* GAME: Slightly increased physics step rate to prevent some
fast-moving collision misses
* GAME: Fixed bumping builder blocks destruction after the reflection
shield is already gone
* GAME: Fixed potential to get shot in your original spot after
teleporting online
* GFX: Fixed projectile collision visuals' positions due to high-speed
physics
* GFX: Fixed projectile collision visuals' positions on network clients
* GFX: Fixed exported GIF speeds due to vsync differences
* UI: Fixed occasional disappearing in-match pause menu
* UI: Fixed Proteus hero profile demo
* UI: Fixed insane speed when changing controller setup types using
analog sticks
* PREFS: custom config file will no longer be reset during updates
(after this release)
* PREFS: custom config file has option to disable fullscreen FX for
strobe-sensitive players
Full upstream change log:
https://s3-us-west-1.amazonaws.com/sombr-invisigun/messages/ReleaseNotes.txt
Signed-off-by: aszlig <aszlig@nix.build>
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Very similar to other games using Mono, but this has a similar problem
to what Opus Magnum had (see 523dcef1f77251a4cfeb3428a0b13c0ec1d9c342)
but instead of using Cecil for patching I'm using LD_PRELOAD instead
because the number of occasions we need to patch is not only higher but
also there are different constructors in use for System.IO.FileStream,
so patching becomes much much harder.
Signed-off-by: aszlig <aszlig@nix.build>
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Upstream changelog summarized:
* Switch to DirectSound on Windows.
* Remove iron-on patch link.
* The Hexstabilized Salt puzzle now requires 18 outputs instead of 6.
* Add a new journal issue that is entirely production puzzles.
* Add a hidden option that will hopefully fix some of the sound issues
that were introduced when we rewrote our audio backend.
* Add a new issue to the journal with some "battlefield medicine"
themed puzzles.
* The game's content files are now opened as read-only, which should
hopefully fix some of the antivirus-related crashes some players have
been experiencing.
* Atom spawn/consume effects on glyphs are now cleared when the
simulation is stopped, which should fix a bug causing "ghost atoms" to
linger on the board.
I've made this summary by picking the relevant parts of the upstream
Steam announcement page at:
http://steamcommunity.com/games/558990/announcements
The best part about the changes is that content files are now opened
read-only, so we can finally drop all that patching. This also is the
first time I can say something positive about AV software, so thanks for
bugging Zachtronics into fixing this issue for Nix as well :-)
Signed-off-by: aszlig <aszlig@nix.build>
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In order to do integer comparisons on the Nix version, we need to
zero-pad the minor version, so that we always have two digits.
Since the change of Nix version 1.12 to 2.0 the minor version no longer
has two digits, so we get 20 instead of 112 and when compared the former
is smaller than the latter but it has to be the opposite.
Signed-off-by: aszlig <aszlig@nix.build>
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We certainly don't want the builder to succeed if we're missing a
dependency, so let's make sure the build is aborted (due to set -e)
whenever that happens.
Signed-off-by: aszlig <aszlig@nix.build>
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Having a function in autoPatchelfHook that's unused inside the setup
hook is a bit of weird, because the actual usage is within buildGame and
thus it should stay there for now.
Signed-off-by: aszlig <aszlig@nix.build>
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This is really not game-specific, so let's put it at the top-level and
also make sure we substitute all the commands we're using there, even
though a few of them are in PATH of stdenv so that it will always work
even when the programs available in stdenv should change someday.
Signed-off-by: aszlig <aszlig@nix.build>
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So far we only matched the file name of the dependency but not its
architecture, so if for example there is one shared object for
i686-linux and another one with the same name but for x86_64-linux,
chances are that the wrong architecture is chosen.
Now we're checking the architecture of the shared object file and only
pick it, if it matches the architecture of the file to patchelf.
Signed-off-by: aszlig <aszlig@nix.build>
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This makes sure that ldd doesn't print warnings like if the file isn't
executable and also makes the status messages a bit more clear.
Signed-off-by: aszlig <aszlig@nix.build>
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