* treewide: http -> https sources
This updates the source urls of all top-level packages from http to
https where possible.
* buildtorrent: fix url and tab -> spaces
* pkgs: refactor needless quoting of homepage meta attribute
A lot of packages are needlessly quoting the homepage meta attribute
(about 1400, 22%), this commit refactors all of those instances.
* pkgs: Fixing some links that were wrongfully unquoted in the previous
commit
* Fixed some instances
botlib abuses strcpy (source and dest overlap), and the strcpy function for 64
bit intel CPU's in the latest glibc, does not like this causing the bots to not
load.
* rss-glx: fixed the build.
* Removed the OpenGL wrapper stuff, it's no longer needed (thanks to
the RUNPATH you just need to put the appropriate libGL.so in the
LD_LIBRARY_PATH).
svn path=/nixpkgs/trunk/; revision=12093
* Make the baseq3 files a fixed-output derivation, so that if
(say) stdenv changes, it doesn't have to be rebuilt. This
is nice because the baseq3 directory is pretty big.
svn path=/nixpkgs/trunk/; revision=8781
allow the OpenGL implementation to be overriden through the
OPENGL_DRIVER environment variable. If it is not set, we use the
implementation installed in the profile
/nix/var/nix/profiles/opengl, allowing easy late binding by the
user, e.g.,
$ nix-env -p /nix/var/nix/profiles/opengl -i nvidia-sys-opengl
might install the NVidia OpenGL implementation.
The code that does this is not specific to Quake 3: it has been
factored out into build-support/opengl/mesa-switch.sh. Presumably
any application that requires hardware-accelerated OpenGL needs it.
* Add the Quake 3 demo to the cache.
svn path=/nixpkgs/trunk/; revision=4612
quake3/demo takes care of downloading and patching the required PAK
files. quake3/wrapper calls the Quake binary with a synthesised
directory of symlinks to activated PAK files. This should make it
easy to plug in the commercial PAKs, or third-party mods.
svn path=/nixpkgs/trunk/; revision=4611
to work "out of the box" with hardware acceleration and either the
shareware or full PAK files. But with some hackery, I have gotten
it to work with both Mesa software rendering and NVidia hardware
rendering.
svn path=/nixpkgs/trunk/; revision=4595