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* Fix Proton 11 prefix init hang, switch SLR to steamrt4SulfurNitride2026-04-165-15/+25
| | | | | | | | | | | | Proton 11's toolmanifest sets use_sessions=1, so the "run" verb forks into a persistent session manager that never exits — prefix init hung forever. Use "waitforexitandrun" instead. Also drop WINEDEBUG=-all so init output is visible, and migrate the bundled Steam Linux Runtime downloader from steamrt3/sniper to steamrt4 (Proton 11's required runtime). SLR lookup paths fall back to sniper for users with an existing install. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* Stop writing loadorder.txt to prefix, propagate save deletionsSulfurNitride2026-04-163-118/+198
| | | | | | | | | | | | | | | | | deployPlugins now writes only the plugin-list file the game actually reads (Plugins.txt for PluginsTxt games, lowercase plugins.txt for FileTime games). loadorder.txt is MO2-internal and never belonged in AppData/Local/<Game>/; previously writing a stale copy there defeated LOOT's edits because syncPluginsBack pulled the stale loadorder.txt back into the profile, and getLoadOrder() preferred it over the freshly-synced plugins.txt. syncSavesBack now mirrors deletions: files present in the profile but absent from the prefix are removed before the copy pass. Without this, saves the user deleted in-game stayed in the profile forever because copyTreeContents only copies files that exist in the source. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* Abort setup on prefix-init failure, flag broken Proton installsSulfurNitride2026-04-152-9/+51
| | | | | | | | | | | | | | | | | | | When stepProtonInit failed, the runner kept marching through every downstream step against a half-initialized prefix, producing a cascade of misleading "wine client error: version mismatch" failures that masked the real problem. Seen in the wild with a GE-Proton10-34 install that was missing concrt140.dll from its bundled default_pfx template: setup_prefix crashes with FileNotFoundError, then seven unrelated steps are reported as broken. Break out of the step loop as soon as proton_init fails, and inspect the captured Proton output for the "FileNotFoundError" + "default_pfx" hint so the error message points at the broken Proton distribution instead of a generic "exit code 1". runProcess gains an optional QByteArray* out param so the caller can pattern-match on the merged output without changing any existing call sites. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Refresh Data tab automatically when mods toggleSulfurNitride2026-04-151-0/+7
| | | | | | | | | | | | | | OrganizerCore::modStatusChanged updates the DirectoryStructure in place (enabling/disabling origins) but never fires directoryStructureReady, which is the only signal MainWindow used to drive DataTab::updateTree. Result: after enabling or disabling a mod the Data tab kept showing the old virtual tree until the user hit Refresh manually. Connect ModList::modStatesChanged directly to DataTab::updateTree so the file tree re-queries the structure as soon as the toggle lands. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Mirror synced plugins across case variants, fix OMOD loggingSulfurNitride2026-04-152-42/+59
| | | | | | | | | | | | | | | syncPluginsBack previously updated the profile from the newest case variant but left the stale sibling (e.g. lowercase plugins.txt after LOOT edited Plugins.txt) untouched in the prefix, so anything reading the prefix before the next deployPlugins saw divergent content. Mirror the newest variant into every sibling after the profile sync. installer_omod.py called mobase.log / mobase.LogLevel which the Python bindings do not expose, crashing .omod installs with AttributeError. Route messages through stderr so the Python runner forwards them to MOBase::log::error. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Sync plugins.txt/loadorder.txt back from prefix after tool runSulfurNitride2026-04-133-8/+97
| | | | | | | | | | | | | | | | | LOOT (and any other tool that edits the plugin list) writes to the deployed copies in the Wine prefix AppData. afterRun was syncing saves and INIs back but not plugins, so LOOT's reordering was silently reverted by savePluginList() writing the old in-memory order on top of the untouched profile file. Add WinePrefix::syncPluginsBack that picks the newest case variant of plugins.txt and loadorder.txt from the prefix and copies them back to the profile. Run it in afterRun alongside the existing save/INI sync. For FileTime-based games (Skyrim LE, FO3, FNV) the loadorder.txt removal now happens after the sync, so the file-time fallback still works. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Remove Fix Game Registries button, fix BethINI New Vegas detectionSulfurNitride2026-04-134-280/+15
| | | | | | | | | | | The auto-prompt in organizercore already offers to fix the registry on launch, so the manual button is redundant. BethINI Pie plugin compared against managedGame()->gameName(), but GameFalloutNV returns "New Vegas" while BethINI's app folder is "Fallout New Vegas" — add an alias map so NV is detected correctly. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* CI: fix ccache misses, surface hit rateSulfurNitride2026-04-131-1/+5
| | | | | | | | | | Sets CCACHE_BASEDIR=/src and CCACHE_COMPILERCHECK=content so hashes are stable across runs (absolute-path and compiler-mtime drift were causing full rebuilds). Adds sloppiness flags, 5G max size, and prints `ccache -s` before/after the build so cache effectiveness is visible in the job log. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* VFS: log process CPU + RSS alongside op statsSulfurNitride2026-04-132-0/+47
| | | | | | | | Adds per-tick rusage snapshot (user/sys seconds, delta since last tick, wall delta, busy%, max RSS) to the [VFS] stats lines so we can tell CPU-bound from IO-bound slowness without external tools. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* VFS perf fixes, icon/stylesheet compat, download filename fixSulfurNitride2026-04-12121-64/+17340
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | VFS: - Open backing fd at mo2_open time for read-only handles so mo2_read can splice without re-opening the file on every read call. - Bump RLIMIT_NOFILE at mount time to fit the resulting fd pressure when the game keeps hundreds of BSAs open. - Dedicated node_cache_mutex so resolveByInode / mo2_lookup stop racing unordered_map writes while multiple tree_mutex readers are active. - max_read=1MB + matching conn->max_read and raised max_readahead/max_write so the kernel merges Wine's small sequential reads into bigger FUSE requests. - Per-op wall-clock counters in mo2_init() logs so we can distinguish VFS latency from game-side work. Proton launch: - Write dxvk.conf to the prefix and set DXVK_CONFIG_FILE to force dxvk.enableGraphicsPipelineLibrary=False, avoiding long GPL compile stalls on first run. UI / plugin compat: - Clamp IconDelegate's per-icon width to [8, 16] so narrow content columns don't trigger QIcon::pixmap(0,0) returning null and logging "failed to load icon" every repaint. - Pre-create lowercase symlinks in the stylesheet directory so QSS files authored on Windows resolve url(foo.svg) when on-disk files are Foo.svg. - Flip content icons empty-chessboard.png and facegen.png to 8-bit RGBA so Qt's built-in PNG reader loads them uniformly. - Add mobase.Version.canonicalString shim for legacy Python plugins that still call the old VersionInfo method on appVersion()'s return. - BSPluginList: compare normalized plugin name lists instead of byte hashes so the post-run case-fix refresh stops spuriously firing the "load order changed" dialog. - BSPluginList disabled by default. Download manager: - Parse CDN URL with QUrl + QUrlQuery and read the filename from the response-content-disposition query param (RFC 6266 quoted / unquoted / ext-value forms), not QFileInfo on the raw URL. - When the API or URL gives us a CDN object key (no archive extension), prefer the actual Content-Disposition header from the live response in metaDataChanged and downloadFinished. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Add BSA in-memory extraction and nested preview supportSulfurNitride2026-04-1213-122/+619
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | bsatk: - Archive::extractToMemory() extracts a file directly into a byte buffer instead of a filesystem path, backed by a std::ostringstream sink. - Archive::findFile() locates a file by relative path, case-insensitive and separator-agnostic, walking the folder tree recursively. - extractDirect/extractCompressed now take std::ostream& so both the ofstream and ostringstream paths share the same implementation. libbsarch: shim rewrite on Linux to map the Windows API surface onto bsatk::Archive, enabling preview_bsa to open vanilla BSAs via the same interface as other plugins. preview_bsa: double-click on a file in the BSA tree now extracts the bytes via extractToMemory() and hands them to IOrganizer::previewFileData for nested preview rendering (e.g. NIF inside a BSA). uibase + organizerproxy + organizercore: new IOrganizer::previewFileData virtual that routes in-memory file bytes through the first registered IPluginPreview matching the extension. Uses heap + WA_DeleteOnClose + open() to avoid nested exec() softlock from mod info filetree -> preview_bsa tree -> nif preview. docker/build-inner.sh: stage preview_nif shaders into plugin_data/shaders so ShaderManager can load them via IOrganizer::getPluginDataPath(). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Add NIF previewer plugin with Linux-specific fixesSulfurNitride2026-04-1235-10/+4260
| | | | | | | | | | | | | | | | | | | | | | | | | Vendored from github.com/Parapets/mo2-preview_nif and adapted for Linux: - BSA texture resolution via MO2 virtual tree with case-insensitive fallback walk (Linux FS is case-sensitive; NIFs reference textures with arbitrary case against files on disk) - Process-wide cached BSA candidate list, keyed by profile path, priority-sorted, filtering disabled mods - Path backslash normalization before loose-file lookup - Polygon offset on SLSF1_Decal-flagged shapes to break z-ties with coincident base meshes (road decals, moss overlays) - Opaque framebuffer via glColorMask alpha lock so alpha-blended shapes can't bleed the dialog background through the preview area - QMouseEvent::globalPosition().toPoint() for Qt6 compatibility Preview dialog behavior (organizercore.cpp): - Switch previewFile and previewFileWithAlternatives from stack-allocated exec() to heap + ApplicationModal + show() + WA_DeleteOnClose. - Parent passed as nullptr so preview lifetime is decoupled from the stack-allocated ModInfoDialog that spawns it. Nested exec() inside the enclosing dialog's exec() was softlocking on close. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Rename launcher manifest to drop leading dotSulfurNitride2026-04-121-3/+3
| | | | | | | | | | | | actions/upload-artifact@v4 defaults include-hidden-files to false, so .fluorine-manifest was getting stripped from the CI release artifact and users saw the launcher bail with "can't find its bundle files" despite the build log reporting "Wrote manifest: 10 entries". Rename to fluorine-manifest.txt. Sidesteps the upload-artifact default and also survives any user-side extractor that hides dotfiles. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Fix launcher sync copying unrelated files from extraction dirSulfurNitride2026-04-121-1/+27
| | | | | | | | | | | | | | | | Previous sync ran `tar -cf - .` inside the launcher's HERE dir, which slurped anything sitting next to the fluorine-manager script. If a user extracted the release archive into ~/Downloads (alongside a 38 GB mod stash), the launcher happily copied the whole lot into ~/.local/share/fluorine/bin/ on first run. Write a `.fluorine-manifest` at build time listing the top-level entries that belong to Fluorine, then have the launcher copy only those entries. Also bail with a clear error if the manifest or ModOrganizer-core is missing — catches "launcher dropped into some random folder" before any damage is done. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Fix launcher sync triggering on every fresh tarball extractionSulfurNitride2026-04-121-5/+12
| | | | | | | | | | | | | | | | Version fingerprint was stat -c '%i:%Y' which includes the inode number. Re-extracting the same tarball produces new inodes, so the marker never matched and the 237MB copy to ~/.local/share/fluorine/bin/ ran on every launch — painful cross-drive (tarball on one disk, home on another). Switch to '%s:%Y' (size + mtime). Survives re-extraction, still detects real updates. Also stage into bin.new/ and rename instead of rm -rf'ing bin/ before the tar pipe. If the user Ctrl+C's mid-sync (or the copy fails), the existing install stays intact instead of being left empty. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Remove LOOT integration entirelySulfurNitride2026-04-1248-5380/+89
| | | | | | | | | | | | | | | | | | | | | | | | The sort button was already hidden on Linux (setVisible(false)) and the LOOT feedback path (LootDialog -> addLootReport) has always been Windows-only, meaning the dirty/incompatibilities/missingMasters/messages tooltip bullets and the dirty-plugin icon could never fire on Linux. MO2 shipped lootcli + libloot for a load-order sort mechanism that was unreachable from the UI. Users who want LOOT can download it from https://github.com/loot/loot and run it against their instance directly. - Drop libs/lootcli/, libloot Dockerfile build step, and lootcli staging/patchelf in build-inner.sh - Drop src/src/loot.{cpp,h}, src/src/lootdialog.{cpp,h,ui} - Extract MarkdownDocument / MarkdownPage (used by UpdateDialog for its changelog view) into src/src/markdowndocument.{h,cpp} - Strip addLootReport, makeLootTooltip, Loot::Plugin field, LOOT icon checks, and LOOT tooltip/isProblematic/hasInfo paths from pluginlist - Delete sortButton widget, updateSortButton(), onSortButtonClicked(), and all m_didUpdateMasterList wiring - Delete lootLogLevel setting, combo box, and "Integrated LOOT" group from the diagnostics settings tab
* Remove vendored usvfs and Windows-only usvfs code pathsSulfurNitride2026-04-12284-24957/+5
| | | | | | | | | | | | | | | | The Linux port uses its own in-process FUSE VFS (FuseConnector), so usvfs was dead weight: libs/usvfs/ was never built, usvfsconnector.cpp was explicitly REMOVE_ITEM'd from the source list, and every call site was already guarded by #ifdef _WIN32 with a working Linux branch (the Windows build is also broken on this branch, since FUSE3 is a hard find_package dependency). - Drop libs/usvfs/ and src/src/usvfsconnector.{cpp,h} - Collapse #ifdef _WIN32 / usvfs include branches in organizercore, mainwindow, settings, util, spawn - Remove getUsvfsVersionString() and the "usvfs: ..." log field - Remove vfs32/64DLLName APPPARAMs (nothing reads them) - Relabel About dialog "usvfs:" row to "VFS: FUSE 3"
* Remove dead plugin scaffolds and duplicate lib dirsSulfurNitride2026-04-1293-12956/+0
| | | | | | | | | | | | | | | | | | | The *_native C++ ports were replaced by bundled Python + .py plugins in de4db79, but the source dirs were left behind without any CMake wiring — causing confusion when editing them appears to do nothing. Same story for libs/dds_header (stale duplicate of libs/preview_dds, unrelated to the actively-used libs/dds-header) and libs/game_gamebryo (superseded by libs/game_bethesda/src/gamebryo). Removes: - libs/basic_games_native - libs/form43_checker_native - libs/installer_omod_native - libs/preview_dds_native - libs/rootbuilder_native - libs/script_extender_checker_native - libs/dds_header - libs/game_gamebryo
* Add Stalker 2: Heart of Chornobyl pluginSulfurNitride2026-04-121-0/+52
| | | | | | Vendored BasicGame plugin from upstream modorganizer-basic_games. Auto-moves loose *.pak/*.utoc/*.ucas files under Content/Paks/~mods/ on install.
* Fix registry path mismatch dialog writing wrong casing and missing trailing ↵SulfurNitride2026-04-111-12/+15
| | | | | | | | | | | backslash The checkGameRegistryKey map still had "Installed Path" (capitalized) and the winePath was missing the trailing backslash. When the user clicked "Yes" on the mismatch dialog it would overwrite the correct lowercase key with the wrong casing and strip the trailing separator. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Fix game launchers failing to find INI files due to registry key casingSulfurNitride2026-04-113-11/+23
| | | | | | | | | | Wine registry value names are case-sensitive. Game launchers (FNV, Oblivion, etc.) look up "installed path" (lowercase) but Fluorine was writing "Installed Path" (capitalized), causing "Unable to find an INI file" errors. Also adds trailing backslash to match Steam's path format and fixes the registry mismatch dialog to ignore trailing separator differences. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Fix VFS rename failing for backing and mod filesSulfurNitride2026-04-111-8/+31
| | | | | | | | | | | | | | | xEdit (and similar tools) rename game files to create backups before saving (e.g. DLCHorseArmor.esp -> TES4Edit Backups/...backup...). OverwriteManager::rename() only searches staging and overwrite directories, so renames of backing (game) or mod files failed with EACCES since those files live in the real game/mod directories. Now when OverwriteManager::rename() can't find the source file, the VFS copies it to staging at the destination path via COW instead of failing. The file disappears from its old path and appears at the new path in the virtual view, without modifying the real game/mod dirs. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Fix SLR download silently failing due to response data being discardedSulfurNitride2026-04-101-4/+4
| | | | | | | | | The readyRead handler consumed data via readAll() but discarded it when no destination file was set. The final readAll() then returned empty since the buffer was already drained, causing all in-memory HTTP responses (like BUILD_ID.txt) to appear empty. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Sync upstream MO2 2.5.3 Beta 3 fixesSulfurNitride2026-04-105-6/+12
| | | | | | | | | - FO4VR: Add Daytripper4.dll to ESL support detection - Remove empty categories tooltip when mod has no categories - Fix QDialogButtonBox/QMessageBox enum mismatch in profile dialogs - Use refreshESPList(false) after LOOT sort (no full re-read needed) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Fix VFS rename rejecting RENAME_NOREPLACE flag from WineSulfurNitride2026-04-101-1/+20
| | | | | | | | | | | | | | Wine uses renameat2(RENAME_NOREPLACE) when translating MoveFileW() calls where ReplaceIfExists is FALSE (e.g. xEdit saving plugins). The VFS was rejecting all non-zero flags with EINVAL, which a real filesystem like ext4 handles correctly. This caused "Could not rename" errors in xEdit and similar tools. Now properly handles RENAME_NOREPLACE: checks if the destination exists in the VFS tree and returns EEXIST (matching ext4 behavior), otherwise proceeds with the rename. Adds diagnostic logging on EACCES failures. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Add BethINI Pie tool pluginSulfurNitride2026-04-107-0/+544
| | | | | | | | | | | | | | | | Native IPluginTool that integrates BethINI Pie (performance INI editor) into the Tools menu. Auto-downloads the latest Linux build from GitHub releases, checks for updates via commit SHA, and pre-configures it for the current game and profile INI directory. Supports: Skyrim SE, Fallout 4, Fallout New Vegas, Starfield. Includes post-extraction fixes for PyInstaller bundle quirks: - Patches tm.tcl hardcoded Tcl module path - Symlinks apps/icons/fonts from _internal/ to executable directory - Sets TCL_LIBRARY/TK_LIBRARY env vars on launch Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Fix backup restore failing when destination file already existsSulfurNitride2026-04-101-0/+2
| | | | | | | | QFile::copy() does not overwrite existing files, unlike Windows SHFileOperation. Remove destination before copying to match the expected overwrite behavior. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Pin PyQt6 to 6.10.x to match bundled Qt versionSulfurNitride2026-04-081-1/+1
| | | | | | | PyQt6 6.11.0 requires Qt_6.11 symbols not present in our bundled Qt 6.10.2, causing all Python plugins to fail with ImportError. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Remove NaK/Rust dependency, port remaining functionality to native C++SulfurNitride2026-04-0865-8341/+2201
| | | | | | | | | | | | | | | Replace NaK Rust crate and nak_ffi with native C++ implementations: - Game detection (Steam, Heroic, Bottles), VDF parser, icon extraction - Prefix symlinks, SLR manager, Steam path detection - Known games database Add FUSE VFS optimizations: zero-copy reads via fuse_reply_data, default_permissions mount option, FUSE_CAP_ASYNC_DIO, FUSE_CAP_EXPIRE_ONLY, lookup cache parent index, cached mode bits, increased I/O buffer sizes. Update build system, prefix setup, and various fixes. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Use fluorine data dir for NXM socket instead of XDG_RUNTIME_DIRSulfurNitride2026-04-061-4/+7
| | | | | | | | XDG_RUNTIME_DIR may point to a read-only location on Steam Deck (SteamOS has a read-only root filesystem). Use ~/.local/share/fluorine/tmp/ instead, which is always writable. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Create parent directory for NXM socket if it doesn't existSulfurNitride2026-04-061-0/+7
| | | | | | | | | XDG_RUNTIME_DIR may point to a non-existent path on some configurations, causing QLocalServer::listen to fail with "Name error". Ensure the parent directory exists before attempting to create the socket. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Fix misleading "No Wine Prefix" error when launch binary not foundSulfurNitride2026-04-061-1/+1
| | | | | | | | | | ENOENT from process execution was always shown as "No Wine Prefix" when useProton was set, even when the prefix was properly configured. Now checks FluorineConfig::isSetup() first — if the prefix exists, falls through to the generic spawnFailed dialog which shows the actual missing binary path. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Add VFS performance optimizations: node cache, lookup cache, access handlerSulfurNitride2026-04-063-29/+327
| | | | | | | | | | | | | - Add inode→VfsNode* cache to skip splitPath + full tree walks on lookup/getattr/open (O(1) hash lookup instead of tree traversal) - Combine canonicalChildName + snapshotForPath into single lookupChild function (one tree lock, one parent resolution, one child hash probe) - Add userspace lookup cache keyed by (parent_ino, normalized_name) to absorb Wine's case-variant probes that bypass the kernel FUSE dcache - Add mo2_access handler to avoid kernel fallback to lookup+getattr - Invalidate all caches correctly on tree mutations (create/unlink/rename/mkdir) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Consolidate prefix setup steps and update .NET versionsSulfurNitride2026-04-062-156/+127
| | | | | | | | | | | | | - Merge all DirectX June 2010 extractions into single "DirectX Runtimes" step (d3dcompiler_42/43/47, d3dx9, d3dx10, d3dx11_42/43, xinput, xact) - Merge .NET 6/7/8/9 runtimes into single "NET Runtimes (6-9)" step - Replace .NET 9 SDK with .NET 9 Runtime (9.0.14) - Add .NET 10 SDK (10.0.201) - Remove .NET Desktop Runtime 10 - Add xinput, d3dcompiler_42, d3dx10, d3dx11_42 extractions - Move .NET Desktop Runtime 6 before runtime installs Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Replace winetricks dependency setup with native implementationsSulfurNitride2026-04-055-66/+664
| | | | | | | | | | | | | | | | | | | | Direct DLL extraction and installer execution instead of shelling out to winetricks for all prefix dependencies. Fixes d3dcompiler_47 being sourced from wrong SDK cabs (broke CommunityShaders), and eliminates the fragile cabextract-in-pressure-vessel PATH issue. - d3dcompiler_47: direct download from Mozilla fxc2 repo - d3dcompiler_43, d3dx9, d3dx11_43: cabextract from DirectX June 2010 redist with correct system32/syswow64 mapping - xact/xact_x64: cab extraction + batched regsvr32 registration - vcrun2022: direct installer with msvcp140.dll workaround (Wine #57518) - dotnet6/7/8, dotnetdesktop6: direct x86+x64 installer pairs - Game detection: batched into single .reg file import - All DLL overrides added to WINE_SETTINGS_REG - SHA256 verification for downloaded files - Winetricks kept only for win11 mode step Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Add modl:// protocol support for mod.pub downloadsSulfurNitride2026-04-036-20/+46
| | | | | | | | | | | | | | Handle modl:// links alongside nxm:// for downloading mods from mod.pub. mod.pub uses a different URL format than Nexus — the download URL is embedded as a query parameter: modl://game/?url=<encoded-url> - Register x-scheme-handler/modl in desktop files and MIME lists - Accept both nxm and modl schemes in URL parsing (NxmLink, NXMUrl) - Parse modl:// direct download links and route to startDownloadURLs - Make key/expires optional in NxmLink::parse (not used by mod.pub) - Add debug logging for received URLs to aid troubleshooting Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Replace Rust prefix setup with C++ step-by-step dialogSulfurNitride2026-04-038-160/+1723
| | | | | | | | | | | | | | | | | | | | Move Wine prefix creation from NaK Rust FFI to native C++ with a new modal dialog showing per-step progress, retry support, and proper failure cleanup. - PrefixSetupRunner: runs each step (proton init, drive cleanup, 11 individual winetricks verbs, .NET installers, game detection, wine registry, win11 mode, post-setup) as discrete retryable operations - PrefixSetupDialog: step list with status icons, filtered log output, cancel/retry-failed/delete-prefix buttons - Downloads use QNetworkAccessManager (no host curl dependency) - Zip extraction uses downloaded 7zz binary (no host unzip dependency) - Winetricks runs on host (not in pressure-vessel) so cabextract is always findable via PATH - Wine/winetricks debug spam filtered from log output - Skip Python basic_games proxy since native equivalent exists Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Fix cabextract not found in pressure-vessel and TTW game detectionSulfurNitride2026-04-033-16/+39
| | | | | | | | | | | | | | | | cabextract: The system binary under /usr is invisible inside the pressure-vessel container where winetricks runs. Always download a local copy to ~/.local/share/fluorine/bin/ instead of short-circuiting when the host has it installed. TTW: The game plugin was calling the base class identifyGamePath() which tried matching "TTW" against NaK's detected game names — never matching "Fallout New Vegas". Now explicitly searches for FNV in the NaK results, mirroring how the Windows path uses the FalloutNV registry key. Also adds HAS_NAK_FFI and nak_ffi linkage to the TTW CMake target since it was previously only defined for the game_gamebryo target. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Default new executables to Use Proton enabledSulfurNitride2026-04-021-1/+1
| | | | | | | | New executables added via the Modify Executables dialog now have "Use Proton" checked by default, matching user expectations for a Linux mod manager. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Fix SLR download failures and CMake rebuild detectionSulfurNitride2026-04-015-272/+293
| | | | | | | | | | | | | | | Replace SHA256SUMS verification with Content-Length check for SLR downloads. Valve's CDN frequently serves stale SHA256SUMS that don't match the current archive, causing persistent checksum mismatches. Fix CMake DEPENDS for nak_ffi to glob all .rs sources instead of hardcoding a few files — previously changes to slr.rs (and most other Rust files) were silently ignored by ninja. Also wrap prefix init and runtime commands through SLR pressure-vessel container, and expose Proton install directories to the container. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Enable multi-select in downloads tabSulfurNitride2026-03-311-0/+6
| | | | | | | | The downloadView widget was missing selectionMode and selectionBehavior properties, defaulting to SingleSelection. All other list views in the UI already had ExtendedSelection set. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Fix zenity symbol lookup errors when launching winetricksSulfurNitride2026-03-311-5/+22
| | | | | | | | | | The restoreOrig lambda only restored env vars when FLUORINE_ORIG_* was set, with no fallback. If those vars were missing, bundled library paths leaked into winetricks/zenity causing FcConfigSetDefaultSubstitute symbol errors. Now uses the same restoreOrStrip pattern as protonlauncher.cpp — strip paths containing "fluorine" as fallback. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Write logs to instance directory instead of CWDSulfurNitride2026-03-292-16/+3
| | | | | | | | | Logs were being created in the current working directory (defaulting to $HOME when launched from a desktop entry). Now uses the instance directory passed to setLogDirectory() so each instance gets its own logs/ folder. Removes unused FLUORINE_LAUNCH_DIR env var. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Block game launch when no Wine prefix is configuredSulfurNitride2026-03-291-6/+20
| | | | | | | | Instead of logging a warning and attempting to launch (which fails with EACCES), show a clear error dialog directing the user to Settings → Wine/Proton to create a prefix. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Block rootbuilder directory plugin in Python proxySulfurNitride2026-03-281-1/+2
| | | | | | | | The hard-blacklist in plugincontainer.cpp only catches rootbuilder at the top-level scan, but the Python proxy independently scans the plugins directory for packages (dirs with __init__.py) and was still loading it. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Add debug logging to game symlink creationSulfurNitride2026-03-281-0/+18
| | | | | | | | | | Log each game's prefix path, detected username, and whether the Documents/My Games directory exists. Also log when scan_and_link_all skips a game due to missing directories. This will help diagnose why some games are not getting their Documents folders symlinked during prefix setup. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Search all Steam library folders for game compatdataSulfurNitride2026-03-281-18/+20
| | | | | | | | | | Steam can place a game's compatdata in a different library folder than the game itself (e.g. game on SD card, compatdata on internal storage). Previously we only looked in the same steamapps directory as the appmanifest, causing games to have no prefix_path and their Documents/My Games folders to not get symlinked during prefix setup. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Clean bundled library paths before launching winetricksSulfurNitride2026-03-281-0/+19
| | | | | | | | | | Winetricks spawns kdialog/zenity for its GUI, which inherit Fluorine's LD_LIBRARY_PATH pointing at bundled Qt .so files. On SteamOS (Steam Deck) this causes symbol lookup errors in the system kdialog. Restore the original host library paths from FLUORINE_ORIG_* env vars before launching winetricks. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* Hard-blacklist rootbuilder plugin from loadingSulfurNitride2026-03-281-0/+11
| | | | | | | | RootBuilder is incompatible with Fluorine/Linux. Add a permanent hard blacklist (case-insensitive) in loadPlugins() so it is silently skipped for all users. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
* VFS case-insensitive inode paths, Root Builder browse, multi-select download ↵SulfurNitride2026-03-2711-5/+184
| | | | | | | | | | | | | | | | | delete, hide LOOT sort - VFS: resolve canonical (mod-provided) case for inode paths instead of Wine's requested case, preventing duplicate Overwrite entries with mismatched casing - Root Builder: fix deployRootFiles not running (m_gameDir set too late, setRootBuilderEnabled missing from prepareVFS path) - Root Builder: add "Browse Root Builder" button to Data tab, opens game root with deployed Root files visible - Mod validity: treat mods with only a Root/ folder as valid when VFS Root Builder is enabled - Downloads: multi-select delete via Delete key and context menu - Hide LOOT Sort button on Linux Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>