| Commit message (Collapse) | Author | Age | Files | Lines |
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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>
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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>
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- Add icons.rs to nak crate: parses PE resource sections, extracts
RT_GROUP_ICON/RT_ICON and builds ICO files in memory
- Expose nak_extract_exe_icon() FFI for C++ consumption
- Update iconForExecutable() to use Rust FFI instead of shelling out
to wrestool; reads all ICO entries for correct color depth
- Fix BasicGamePlugin::gameIcon() to call iconForExecutable() (was
returning empty QIcon, causing placeholder icons for BG3/Cyberpunk)
- Move app icon setup: setDesktopFileName + setWindowIcon to
MOApplication constructor (fixes Wayland taskbar/decoration icon)
- Move data/com.fluorine.* to data/icons/, install to XDG paths at
launch for Wayland compositor icon resolution
- Remove icoutils dependency from Docker image and build output
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Fix "Copy all" log truncation: the code unconditionally stripped 2
chars (\r\n) from formatted log messages, but on Linux spdlog only
appends \n. Every log message lost its last real character. Now
strips trailing \r and \n dynamically.
Enable ccache: it was installed in the Docker image but never
activated. build-inner.sh now auto-detects ccache and sets
CMAKE_*_COMPILER_LAUNCHER. build.sh mounts a persistent ccache
volume (~/.cache/fluorine-ccache) into the container. CI workflow
uses actions/cache to persist ccache across runs.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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- Remove umu-run entirely (crashed due to pressure-vessel/FUSE
incompatibility) — use raw `proton run` instead
- Replace startDetached() with QProcess::start() so the game stays in
Fluorine's process tree. This lets Steam track the game lifetime and
makes the "close game" button work when Fluorine is added as a
non-Steam game.
- Add writeIniValueDirect/readIniValueDirect for safe Bethesda INI
handling without QSettings corruption
- Fix prefix_setup.rs to skip umu-run bootstrapping
- Clean up settings UI, build scripts, and docs for umu-run removal
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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%command% and system Proton scanning
- All data paths migrated from ~/.var/app/com.fluorine.manager/ to
~/.local/share/fluorine/ so native and Flatpak builds share the same
instances, plugins, and configs
- New fluorinepaths.h/.cpp with fluorineDataDir() helper and one-time
migration from old path (writes MOVED.txt breadcrumb)
- New libs/nak/src/paths.rs as Rust equivalent (data_dir())
- Strip %command% tokens from launch wrapper in protonlauncher.cpp
- Always scan /usr/share/steam/compatibilitytools.d/ for system Proton
packages (Arch installs Proton there); add Flatpak filesystem permission
- Native build (build-native.sh) installs to ~/.local/share/fluorine/
with desktop entry and ~/.local/bin symlink instead of portable zip
- build-flatpak.sh wrapper for Flatpak builds
- Fix container locale (LANG=C.UTF-8) for AutoUic warnings
- Fix prefixExists() to handle both compatdata and pfx directory layouts
- Fix globalInstancesRootPath() to use fluorineDataDir() on Linux
- Fix umu-run Flatpak lookup to use fluorineDataDir()
- Update README with build instructions and Arch dependency list
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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- New native Root Builder plugin (src/plugins/rootbuilder.py) with copy
and symlink deploy modes, auto-deploy hooks, backup/restore, and
third-party conflict detection that moves incompatible plugins to
DisabledPlugins/. In link mode, .exe/.dll are always copied to avoid
Wine/Proton path resolution issues with symlinked executables.
- Fix basic_games detection on Linux: steam_utils now checks native
Steam paths (~/.local/share/Steam, Flatpak, Snap), epic_utils uses
correct Linux Heroic config paths, gog_utils falls back to Heroic
GOG installed.json when Windows registry is unavailable.
- Fix OMOD installer crash: isArchiveSupported now handles both IFileTree
(from mod list refresh) and string (from install check) arguments.
- Add flatpak manifest step to copy source-tree Python plugins
(src/plugins/*.py) into the build output.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Complete native Linux port with FUSE-based virtual filesystem,
Proton/umu-run integration, and Flatpak packaging.
Key features:
- FUSE VFS replacing Windows USVFS (in-process + standalone helper for Flatpak)
- Proton/GE-Proton/umu-run launcher with env var forwarding
- Flatpak support (sandbox-aware VFS, NXM handler, umu-run)
- Wine prefix management UI
- Case-insensitive path resolution for Linux filesystems
- QSettings-safe INI handling (avoids Bethesda INI corruption)
- Portable instance support with auto-generated launcher scripts
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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