| Commit message (Collapse) | Author | Age | Files | Lines |
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- VFS: add mo2_rmdir + OverwriteManager::removeDirectory so Wrye Bash
shutil.rmtree stops failing with WinError 267 (issue #47).
- FileRenamer: case-insensitive fallback via new resolvePathCaseInsensitive
walks each path component; bulk hide in Conflict tab no longer dies with
a misleading "Input/output error" when DirectoryEntry normalised parent
dir case (issue #54). formatSystemMessage stops aliasing Windows error
code 5 to errno 5 (EIO).
- Versioning: FLUORINE_VERSION_* + fluorine_build_info.h generated from
CMake; Linux createVersionInfo returns Fluorine's version. About dialog
shows Fluorine version + MO2 engine + commit. Beta builds stamp
"<semver>B<yyyymmddhhmm>" (issue #51).
- CI: ci.yml determines channel from ref (v* tags = stable, main = beta),
publishes a rolling `beta` GitHub release whose body carries a
machine-parseable fluorine-meta block (timestamp, commit) for the
in-app updater.
- Updater: new FluorineUpdater polls GitHub API on startup, compares
against embedded metadata, notifies on new release without auto-install.
Channel toggle piggybacks on the existing "beta versions" checkbox.
- Bethesda plugins: determineMyGamesPath no longer creates
Documents/My Games/<GameName> for every possible title at plugin load;
only games with a detected install path get their dirs created
(issue #55).
- Starfield: dataDirectory() on Linux now points at <game>/Data instead
of My Games/Starfield/Data so the single FUSE mount lands where SFSE
loads plugins; My Games Data becomes a secondary symlinked mapping
(issue #56).
- Prefix resolution: prefer Fluorine config, then explicit
fluorine/prefix_path, then legacy Settings/* keys (with a warning) so
auto-detected Heroic/Bottles prefixes can't silently override a user-
configured Fluorine prefix (issue #52). compatDataPathFromPrefix no
longer hands Proton the wrong parent dir for plain wine prefixes.
- xrandr: ensureXrandrInstalled back-fills the helper for existing SLR
installs, prefix init runs it before wineboot, SLR wrap exposes
xrandr-bin via --filesystem= and prepends PATH inside the container
(issue #49).
- Process tracking: drop the wineserver-as-last-resort fallback that made
MO2 hang on Proton's session manager after game exit. Rescan the prefix
for matching game executables instead (covers reparented launcher
children like f4se_loader → Fallout4.exe). Unlock button now kills
wineserver for the prefix (SIGTERM then SIGKILL on timeout).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Bethesda Plugin Manager disabled in settings still swapped the espTab
at UI init — the callback ran unconditionally. Gate it on
isPluginEnabled and warn + flag restart when toggling panel plugins,
since the swap is one-shot.
Pre-deploy sync-back: if prefix Plugins.txt mtime is newer than
profile (external LOOT run), syncPluginsBack first so the deploy
doesn't clobber the external edits.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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- Replace copy-in/copy-out save deployment with a direct symlink from the
prefix's __MO_Saves to the profile's saves/. Writes land in the profile
immediately; afterRun reverts the symlink + prefix INI so a vanilla
launch outside MO2 uses the default Saves dir.
- Parse Steam's binary appinfo.vdf (v41) via a new Rust FFI crate backed
by steam-vdf-parser. Rank detected games by common.type so real Games
beat Tools/Editors when multiple prefixes share a My Games folder name
(fixes Creation Kit shadowing Skyrim SE). Top-ranked candidate
overwrites stale symlinks from earlier runs.
- Switch bundled Steam Linux Runtime downloader from sniper (steamrt3)
to steamrt4 so Proton 11+ works out of the box. steamrt4 omits xrandr
so we inject it from the Debian x11-xserver-utils .deb into a
dedicated dir and prepend it to PATH via `env PATH=...` inside the
pressure-vessel container (PATH env doesn't propagate).
- Auto-kill stale wineboot/wineserver/pv-adverb processes still bound
to the prefix before starting a new wineboot -u; match by
/proc/<pid>/environ WINEPREFIX / STEAM_COMPAT_DATA_PATH since Wine
cmdlines are Windows-style. Same sweep runs in destroyPrefix so a
delete actually frees file handles.
- Blacklist Proton 11 (Steam-bundled) — its current Wine tree deadlocks
during wineboot -u on modern kernels via ntsync / futex_wait_multiple
races. Use "waitforexitandrun" (not "run") for prefix init so
use_sessions=1 Protons don't fork into a persistent session manager.
- Drop WINEDEBUG=-all during prefix init so wineboot progress is
visible. Suppress focus-stealing by setting WA_ShowWithoutActivating
on the PrefixSetupDialog and SLR download progress dialogs.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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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>
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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>
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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>
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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>
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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
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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"
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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
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Vendored BasicGame plugin from upstream modorganizer-basic_games.
Auto-moves loose *.pak/*.utoc/*.ucas files under Content/Paks/~mods/
on install.
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- 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>
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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>
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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>
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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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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>
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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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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>
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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>
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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>
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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>
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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>
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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>
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visibility fix
Plugin loading:
- Remove symlink-based ensureBundledPluginsLinked(), replace with multi-dir
search (bundled dir takes priority, instance dir adds extras only)
- Auto-clean stale symlinks from instance plugins/ dirs on startup
- Add mergedProxyList() for proxy plugin discovery across both dirs
VFS Root Builder (replaces Python rootbuilder.py):
- Native C++ Root Builder integrated into FuseConnector
- Deploy mod Root/ files to game dir before FUSE mount, clear on unmount
- Per-instance toggle in Instance Manager (default: on)
- Root Builder path normalization in processrunner.cpp: rewrite binary and
start-in paths from mods/.../Root/ to Game Root for correct Wine path
resolution (fixes SKSE + EngineFixes versionlib lookup)
- Expose game dir and prefix to SLR pressure-vessel via --filesystem=
Wine registry check:
- Read/write Wine prefix system.reg (HKLM) with timestamp-aware parsing
- Auto-check game install path before launch, prompt to fix if mismatched
- Updates both Software\ and Wow6432Node\ registry keys
Column visibility fix:
- Guard updateGroupByProxy() during QHeaderView::restoreState() to prevent
sort indicator restoration from triggering setSourceModel() which resets
all columns to visible
Python proxy:
- Skip FixGameRegKey.py, crashlogtools, rootbuilder.py (Windows-only or
replaced by native implementations)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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games
Steam injects 32-bit gameoverlayrenderer.so via LD_PRELOAD which causes
"wrong ELF class" errors for 64-bit Qt6 apps. Save and clear LD_PRELOAD
in both launcher and AppRun scripts, restore it in ProtonLauncher for
game processes.
Also hardens looksValid() with QFileInfo::exists() for absolute paths
(QDir::exists() has edge cases with relative subdirectory paths), adds
case-insensitive directory walking fallback, and adds debug logging to
both looksValid() and detectGame().
Adds ~/.steam/debian-installation to Python steam_utils.py candidates.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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env var detection
Steam game mode injects its scout/soldier runtime into LD_LIBRARY_PATH,
which breaks Python extension modules and Qt internals that resolve
dependencies via LD_LIBRARY_PATH rather than RPATH. This caused all
Python-based basic_games plugins (Witcher 3, Oblivion Remastered, BG3,
etc.) to fail to load when launched through Steam.
Changes:
- Launcher script: set LD_LIBRARY_PATH to only bundled lib/ dir instead
of leaving Steam's runtime in the path
- AppRun: same fix — replace rather than append to LD_LIBRARY_PATH
- Deploy libbasic_games_native.so in tarball (was built but never copied)
so basic_games entries work without Python dependency
- Add STEAM_COMPAT_CLIENT_INSTALL_PATH env var check to Python
steam_utils.py (mirrors C++ fix from e41a79a) for game mode detection
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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- Prepend STEAM_COMPAT_CLIENT_INSTALL_PATH as first Steam path candidate.
Steam always sets this env var when launching any app (including in
gamescope/game mode), so it reliably points to the correct Steam root
even when $HOME resolves differently inside the gamescope session.
- Canonicalize VDF-sourced library paths before dedup in
getAllLibraryFolders() so /home/ ↔ /var/home/ symlinks (Bazzite/Fedora
immutable distros) don't produce duplicate scan entries.
- Cache findSteamGames() results in a static hash. Previously,
findSteamGamePath() rebuilt the full library scan 45+ times per launch
(once per registered game plugin). Now the scan runs at most once.
Fixes game detection on Bazzite in Steam Game Mode.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Remastered)
Some UE5 games have their binary nested under a subdirectory of the Steam
installdir even though the appmanifest points one level up. looksValid()
was checking only for the binary at the game root, causing "does not seem
to contain a game Mod Organizer can manage" when manually browsing.
Add a fallback: if the binary isn't found at root, resolve the game's
%GAME_PATH%-based dataDirectory and check if that path exists. The data
path is unique enough to positively identify the game directory.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Steam Linux Runtime:
- New Rust module (libs/nak/src/slr.rs): download SteamLinuxRuntime_sniper
from repo.steampowered.com, SHA256 verification, BUILD_ID update checks
- nak_ffi exports: nak_slr_is_installed, nak_slr_get_run_script, nak_download_slr
- ProtonLauncher: wraps Proton launch inside SLR pressure-vessel container
when enabled (run -- proton waitforexitandrun game.exe)
- Instance Manager: SLR checkbox (default on) beside Steam DRM checkbox
- Main window: pre-check downloads SLR before launch if needed
- Proton settings tab: "Download Steam Linux Runtime" button
- spawn.cpp: reads fluorine/use_slr per-instance INI key
- Logs "Final command:" showing full assembled launch command
Bug fixes:
- Fix Use Proton off by default for plugin executables (executableslist.cpp)
- Fix Use Proton off by default for file tree right-click (filetree.cpp)
- Fix Fedora 43 Qt platform plugin crash: explicit QT_QPA_PLATFORM_PLUGIN_PATH
- Add Qt6::Concurrent to CMakeLists for QtConcurrent background downloads
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- Stage DDS/ package from source directly to plugins/data/DDS/ in
build-inner.sh (cmake MO2_STAGE_PYTHON_PLUGIN_PAYLOAD is OFF by
default so the cmake-sourced path was silently skipped)
- Stage winreg.py from libs/ directly as well (same root cause)
- Guard `import winreg` in gog_utils.py with try/except ImportError
and early-exit to Heroic GOG path if the shim is unavailable
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- Replace portable Python approach with python-build-standalone 3.12.13
(20260310 release) bundled directly in the distribution. Python is now
always available without user setup — removes the Python settings tab.
- PyQt6 staged to plugins/libs/PyQt6/ with bundled Qt stripped out;
patchelf'd to use our existing bundled Qt in lib/ instead of duplicating it.
- Restored native-converted plugins back to .py files:
Form43Checker, ScriptExtenderPluginChecker, DDSPreview, basic_games,
rootbuilder, installer_omod. Removed all *_native CMake targets.
- pythonrunner.cpp: removed venv/MO2_PYTHON_DIR lookup; always uses
bundled Python at <exe_dir>/python, system Python as last-resort fallback.
- plugincontainer.cpp: removed fluorine/python_enabled gate (Python always
loads), demoted proxy loading log messages from warn to debug, silenced
[plugin-diag] stderr spam.
- Dockerfile: switched from uv venv to PBS install_only tarball; PBS Python
used for both build-time pybind11 compilation and runtime distribution.
- build-inner.sh: aggressive Python staging (strip test/tkinter/ensurepip/
distutils/lib2to3/idlelib; wipe build-time site-packages, restore psutil+vdf).
Co-Authored-By: Claude Sonnet 4.6 <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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- Add find_package(Qt6) and qt_standard_project_setup() to installer_omod_native CMakeLists
- Remove duplicate default argument from fillStatForFile definition in mo2filesystem.cpp
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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- libs/rootbuilder_native/: Native C++ port of rootbuilder.py (IPluginTool)
- Root/ dir scanning, copy (reflink/CoW) and symlink modes
- JSON manifest tracking, backup/restore, auto-deploy hooks
- Legacy migration and third-party conflict detection
- libs/installer_omod_native/: Native C++ port of installer_omod.py
- Handles .omod archives (Oblivion Mod Manager format)
- Binary config parsing, .NET string format, CRC file parsing
- zlib raw deflate and LZMA decompression
- Repackages to zip for MO2's installation manager
- Added both to build-inner.sh plugin packaging
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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- Add native plugins: form43_checker, script_extender_checker, preview_dds,
basic_games (75 game defs via IPluginProxy pattern with Steam/GOG detection)
- Remove portable Python from Dockerfile and build-inner.sh
- Add Python settings tab with venv support (system python3 + PyQt6)
- Skip loading plugin_python.so when Python disabled (default: off)
- Update pythonrunner.cpp to use venv at ~/.local/share/fluorine/python-venv/
- Preserve real file permissions in FUSE VFS (fixes native executable +x bits)
- Add FUSE_SET_ATTR_MODE handler so chmod works through VFS
- Fix desktop shortcut Exec= to use fluorine-manager launcher, not bare binary
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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QStringEncoder::encode() returns DecodedData which can't be directly
assigned to QString in a declaration context. Use fromLocal8Bit() which
is simpler and equivalent for system-encoded byte arrays.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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LOOT writes plugins.txt in Bethesda format where *Plugin.esp = enabled and
Plugin.esp (no prefix) = disabled. MO2's reader didn't strip the asterisk,
so it tried to find plugins literally named "*Plugin.esp", failed to match,
and marked them all as inactive.
Two-pass approach: detect whether file uses asterisks. If yes (LOOT/Bethesda
format), only *-prefixed plugins are active. If no (MO2's own format), all
listed plugins are active.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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- FUSE: disable AUTO_INVAL_DATA, enable readdirplus, 24h TTLs, clone_fd,
FUSE_USE_VERSION=312 — cuts game load time from 2:40 to 1:57
- Fix tracked writes going to wrong (lower-priority) mod in both
detectManualMoves and syncOverwrite
- Remove steam-run entirely (UI, C++, Rust layers)
- Build system: default to tarball, add installer/appimage as opt-in modes
- Add flake.nix for NixOS — builds from source with Rust crates as
separate pure derivations, FHS wrapper, NixOS module with FUSE passthrough
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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bsplugins, fix bsatk types
- Remove FUSE passthrough code: requesting FUSE_CAP_PASSTHROUGH without
CAP_SYS_ADMIN caused session cleanup crash on shutdown
- Remove bsplugins library (unneeded port)
- Fix bsatk: use uint32_t instead of unsigned long for BSAULong (LP64 compat)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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- Download LOOT AppImage from GitHub releases on first sort
- Pre-seed LOOT settings.toml with game type, path, and masterlist URL
- Mount FUSE VFS before launching LOOT, unmount after exit
- Copy plugins.txt/loadorder.txt to LOOT local path and back
- Fix VFS file timestamps (separate error_code for mtime)
- Add directory timestamps to FUSE (was showing 1969)
- Stamp plugin files with load-order-based incrementing timestamps
- Remove WebEngine dependency on Linux (QTextBrowser fallback)
- Enable LOOT sorting for FalloutNV and FalloutTTW
- Add unmountVFS() to OrganizerCore
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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- Add AppConfig::pluginsPath()/dllsPath() that respect MO2_PLUGINS_DIR
and MO2_DLLS_DIR env vars, fixing plugin discovery when plugins live
inside read-only AppImage squashfs (#22, game plugin not found errors)
- Preserve file modification times in save deploy/sync so games display
correct save timestamps instead of all showing the same time (#17)
- Replace QSettings INI reader in saves tab with direct line-by-line
parser to avoid backslash-as-line-continuation corruption of
sLocalSavePath=__MO_Saves\ (#22, saves tab showing wrong directory)
- Add diagnostic logging to plugin symlink creation, save backup/restore
operations to help diagnose silent failures through prefix symlinks
- Fix Python SONAME mismatch in AppImage build (patch portable Python
SONAME to match librunner.so DT_NEEDED, preventing dual libpython load)
- Bundle PyQt6 Qt dependencies, improve RPATH for lib/ and plugins/
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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- python: switch Py_InitializeEx → Py_InitializeFromConfig for explicit
error reporting; add dladdr + fprintf diagnostics to trace which DSO
Python symbols resolve to and whether Py_IsInitialized succeeds
- python: log RTLD_NOLOAD vs fresh-load outcome when promoting libpython
to RTLD_GLOBAL
- build: add Docker-based AppImage build script (build.sh), update
Dockerfile and build-inner.sh for AppImage-only workflow
- build: remove Flatpak support entirely; move AppImage metadata
(desktop/metainfo/icon) from flatpak/ to data/
- Add Monster Hunter Wilds basic_games plugin
- .gitignore: exclude squashfs-root, build-source, flatpak-repo,
__pycache__, fomod-plus-settings.ini
- Various Linux port fixes across wineprefix, processrunner, proton
launcher, FUSE connector, instance manager, download manager,
sanitychecks, and NaK Rust paths/runtime_wrap
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Normalize Windows backslashes in fomod image paths so images like
"fomod\MCM.png" resolve correctly on Linux.
Move fomod-plus-settings.ini from QDir::currentPath() (home directory)
to QStandardPaths::AppConfigLocation (Flatpak sandbox config dir).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Replace QSettings().value("fluorine/prefix_path") with a helper that
reads fluorine/config.json directly, matching how the rest of the
app resolves the prefix path.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Games like Cyberpunk 2077 store saves in %USERPROFILE%/Saved Games/
instead of Documents/My Games/.../Saves. The save pipeline previously
hardcoded Documents/My Games as the base path, so profile-specific
saves never reached the correct location.
Replace relative save path resolution with absolute path resolution
that extracts the user-relative portion from LocalSavegames::mappings()
or savesDirectory() and reconstructs it under the Fluorine prefix.
Update restoreStaleBackups to scan the entire prefix for backup dirs.
Remove "Saved Games" from NaK symlink skip list.
Fixes #17
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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- Fix data directory path to use ~/.var/app/com.fluorine.manager consistently
(was ~/.local/share/fluorine in committed code)
- Fix VFS helper path in fuseconnector.cpp to use fluorineDataDir()
- Fix localAppFolder() to resolve Wine prefix AppData/Local on Linux
instead of returning XDG ~/.local/share
- Add localAppName() virtual method for correct AppData folder mapping
(Enderal→"enderal", Nehrim→"Oblivion")
- Fix mergeTweak() to use direct INI parser instead of QSettings which
corrupts backslashes and URL-encodes spaces in keys
- Make resolveWineDataDirName() more robust with existence checks and
fallback chain (documentsDirectory → gameShortName → gameName)
- Add comprehensive debug logging throughout Wine prefix deployment
- Fix INI case handling: copy instead of symlink for case-mismatched INIs,
ensure both proper-case and lowercase aliases exist
- Remove native build script (Flatpak only)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Use uv as the single Python package manager for Docker, source, and
Flatpak builds. Python 3.13 and pybind11==2.13.6 are now consistent
across all three paths.
- Docker: install uv + build venv instead of python3-dev/pip/pybind11-dev
- CMake: bootstrap pyvenv with uv (REQUIRED/FATAL_ERROR) when no
explicit Python provided; pin pybind11==2.13.6, add sip
- Flatpak: remove pybind11 cmake module, use uv pip install --target
for build deps, uv for portable Python packages
- build-inner.sh: use BUILD_PY throughout, uv pip install for portable
runtime packages, simplify embed check to direct Python invocation
- VFS helper: fall back to shared libfuse3 when static .a unavailable
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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logging, pybind11 warning
- Set $ORIGIN-relative RPATH on binaries so they find libs without
LD_LIBRARY_PATH (fixes #12)
- Check QDir::isAbsolutePath before concatenating instance paths to
prevent doubling of custom portable paths
- Canonicalize paths when matching Proton installations to handle
symlinks in /usr/share/steam/compatibilitytools.d/ (fixes #8)
- Add diagnostic logging for umu-run resolution showing preference,
bundled/system paths, and final selection (helps diagnose #8)
- Warn at CMake time if pybind11 >= 2.14 is detected (documents #9)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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