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* Fix TTW not recognized as Fallout New Vegas in BethINI Pie pluginSulfurNitride2026-06-251-0/+1
| | | | | | | | GameFalloutTTW::gameName() returns "TTW" but the s_MO2ToBethiniName map only contained "Fallout New Vegas" and "New Vegas", causing the "Unsupported Game" dialog to appear whenever a TTW instance was active. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
* Merge pull request #108 from tristan-iu/openmw-supportSulfurNitride2026-06-246-0/+497
|\ | | | | OpenMW support
| * Add OpenMW supporttristan-iu2026-06-233-0/+479
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| * Add IPluginGame::usesVFS() game feature and python bindingtristan-iu2026-06-233-0/+18
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* | Fix FOMOD casing and VFS test coverageSulfurNitride2026-06-232-8/+28
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* Fix VFS writes and stylesheet URLsSulfurNitride2026-06-192-13/+37
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* Prepare Nexus-safe release cleanupSulfurNitride2026-06-1781-7850/+85
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* Add Red Dead Redemption 2 supportSulfurNitride2026-06-101-0/+99
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* fix updater restart and log cleanupSulfurNitride2026-05-311-2/+0
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* Suppress preview_nif third-party warningsSulfurNitride2026-05-241-0/+8
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* Update MO2 beta 12 integrationSulfurNitride2026-05-2410-15/+19
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* Fix native Stardew launch pathsSulfurNitride2026-05-231-1/+105
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* prefix: align dependency setup and VFS fixesSulfurNitride2026-05-231-1/+1
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* mo2: catch up to upstream 2.5.3 Betas 3-11SulfurNitride2026-05-1611-39/+424
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Multi-area sync against the upstream MO2 2.5.3 beta line. Roughly three logical sections share the diff: Catch-up (Betas 3-11): - nxmaccessmanager: drop "supporter" from validRoles so non-premium supporters get the right download path (Beta 10) - mainwindow: disable tutorial triggers at the trigger sites; Qt 6.11 lockup on child windows (Beta 4) - basic_games: add Kingdom Come Deliverance 2, Slay the Spire 2 (Betas 11, 6) - uibase: add NXM collections parsing fields/accessors + (?:nxm|modl) scheme support in NXMUrl (Beta 9) - Starfield: blueprintPrefix() on IPluginGame; plugins.txt write suppression for blueprint plugins; hasInvalidBlueprint / hasUnpairedBlueprint diagnoses; Title-keyed content catalog consolidation (Betas 3-5) - downloadmanager + systemtraymanager + organizercore + iuserinterface + settings: add Beta 11 "show notifications when downloads complete or fail" toggle and the showNotification plumbing - nxmaccessmanager: restore upstream re-entry guard for OAuth refresh and the styled OAuth response page (Beta 11) - organizer_en.ts and game-bethesda *_en.ts: pull upstream HEAD strings Workarounds tab removed: - Delete settingsdialogworkarounds.{h,cpp}; drop the tab in settingsdialog.ui; move "Enable archives parsing" into General - Hardcode GameSettings::forceEnableCoreFiles() to true so the primary-master toggle-off bug (DLCs unchecked on tab refresh) can't recur; setter becomes a no-op - No-op stubs for offlineMode, useProxy, useCustomBrowser, Steam appID/credentials, executablesBlacklist, skipFileSuffixes, skipDirectories — UI gone, accessors keep call sites green - settingsdialognexus drops the custom-browser wiring; spawn drops the "Change the blacklist" Retry path Beta 9 download manager port: - fileID-first match in nxmFilesAvailable and nxmFileInfoFromMd5Available; filename remains the fallback - NexusInterface::isActiveFileStatus() helper; rewrite of nxmUpdatesAvailable to use pickNewestVersion / findUpdateChainSuccessors / resolveInstalledFileId. ARCHIVED_HIDDEN now correctly treated as inactive - std::optional<unsigned int> reservedID on DownloadInfo factories and on the three addDownload overloads; startDownloadURLs and startDownloadURLWithMeta return the canonical DownloadID instead of m_ActiveDownloads.size()-1 (which was the index, not an ID) - QHash<unsigned int, DownloadInfo*> m_ByID maintained alongside m_ActiveDownloads at every mutation site; downloadInfoByID is now O(1) via m_ByID.value(id, nullptr) LOOT remains intentionally stripped (lootcli build cruft cleaned up separately). BSA wide-path skipped — Linux UTF-8 paths already work. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* games: Ready or Not — accept both Steam and Epic binary namesSulfurNitride2026-05-161-2/+17
| | | | | | | | | | | | | | | | | The Steam build of Ready or Not ships its main executable as ReadyOrNotSteam-Win64-Shipping.exe; the non-Steam build (Epic / GOG) ships plain ReadyOrNot-Win64-Shipping.exe. The shipped plugin only listed the latter, so Steam users hit "game directory not valid" and couldn't open the instance. Override looksValid() to accept either binary so detection works out of the box for both stores. GameBinary defaults to the Steam variant since Fluorine is Steam/Proton-oriented; the override makes the non-Steam binary equally valid for instance opening. Bump plugin version to 0.0.0.2. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* plugins: surface plugin name and Python exception on init failureSulfurNitride2026-05-161-1/+46
| | | | | | | | | | | | | | | | | | | | | | | "plugin failed to initialize" with no name and no exception text is the canonical first-line indicator for a Python plugin that didn't register — but it tells the user nothing about *which* plugin or *why*. Encountered while diagnosing a flaky first-launch failure where a Python plugin's init() silently returned False on cold boot and succeeded on the next run, plus a Ready or Not instance that wouldn't open. Wrap the IPlugin::init trampoline in pyplugins.h manually instead of relying on PYBIND11_OVERRIDE_PURE so we can: - log the plugin's name and the surrounding hint when init() returns False (typically a plugin swallowing an exception in its own try/except); - catch pybind11::error_already_set and log the Python exception text + traceback before returning False to the C++ caller. plugincontainer.cpp's "plugin failed to initialize" line now also prints the plugin name so the proxied-candidate context is clear. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* build: migrate Dockerfile + plugin_python from pip/poetry to uvSulfurNitride2026-05-163-272/+18
| | | | | | | | | | | | | | | | Dockerfile: drop apt python3/python3-pip, copy the uv static binary from ghcr.io/astral-sh/uv:latest, install python-build-standalone via `uv python install` (replacing the manual curl), run aqtinstall via `uv tool run`, install build-time packages via `uv pip install --system --break-system-packages --python ...`. Same swap applied to the CI workflow's inline package-install step. plugin_python: convert pyproject.toml from [tool.poetry] to PEP 621 [project] + [dependency-groups], drop poetry.lock, replace abatilo/actions-poetry + `poetry install/run` with astral-sh/setup-uv + `uv sync/run` in libs/plugin_python/.github/workflows/linting.yml. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* bg3: tolerate dangling Wine-prefix symlinks in metadata dirsSulfurNitride2026-05-161-4/+23
| | | | | | | | | | | | | | | | | | When the BG3 metadata path (e.g. AppData/Local/Larian Studios) is a symlink left over from a previous prefix setup that points at a Steam compatdata path which no longer resolves, pathlib's mkdir(parents=True, exist_ok=True) raises FileExistsError — exist_ok only suppresses the error when the path is an actual directory, and a dangling symlink fails is_dir(). The launch crashed in bg3_file_mapper.create_mapping before any mods were deployed. Walk the path top-down on FileExistsError. For each component that's a dangling symlink, resolve its target via os.path.realpath and create the directory there so the symlink becomes valid and the original mkdir succeeds. Cross-prefix sharing (the reason these symlinks exist) is preserved. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* bump to larian-formats 0.8.1Saghm Rossi2026-05-161-1/+1
| | | | | | | | Contains the following changes: * Older mod formats (v15 and v16) supported * Less strict meta.lsx parsing (empty values will use the default for the type) * zstd compression support
* pass correct path when packing loose filesSaghm Rossi2026-05-141-1/+1
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* skip log warning when parsing packed loose filesSaghm Rossi2026-05-141-6/+13
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* Replace LsLib via proton with native larian-formats Python packageSaghm Rossi2026-05-147-424/+23
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* bg3: publish only top-level overwrite mappings to avoid self-symlinksSulfurNitride2026-05-141-10/+26
| | | | | | | | | | | | | | | | | After the first launch, doc/Stats -> overwrite/Stats (and siblings) are deployed as directory symlinks. The next mappings() pass rglob'd overwrite/ and emitted a Mapping for every nested entry — destinations resolved back through the parent symlink to the source, so both create_mapping's unlink+symlink_to and fuseconnector's create_directory_symlink ended up operating on a path that physically *was* the source, producing self-pointing symlinks and wiping the directory contents on the next launch. Emit one directory mapping per redirected top-level subdir instead. The parent symlink covers everything underneath via normal path resolution, so no nested mapping is generated and the alias condition can't arise. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* shell::Rename: report both rename + copy errors on fallbackSulfurNitride2026-05-011-4/+16
| | | | | | | | | | | | | | | | | | Cherry-picked the two surviving improvements from stale branch claude/fix-reported-issues-Iyt4s (issue #54). Rest of the branch's content (Starfield data dir, My Games spam fix) was already absorbed in main from a separate pass. - Rename copy fallback: previously dropped the original rename errno and returned generic ERROR_ACCESS_DENIED with no context. Now bubbles "Rename failed: %1. Copy fallback failed: %2" with both QFile::errorString() values so the log line actually identifies what went wrong. - formatSystemMessage: added an explicit comment block on why the codebase's Windows error macros (5=ACCESS_DENIED) must not be passed through strerror (5=EIO) on Linux. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* Remove AppImage build target and runtime referencesSulfurNitride2026-05-013-12/+14
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | We ship via portable tarball directory + .bin self-extracting installer only; the AppImage path was unmaintained and pulling in linuxdeploy tooling for a format we no longer publish. Build: - build.sh: drop appimage/all-includes-appimage modes (now: tarball, installer, all=both, shell). Output listing tracks the directory. - docker/Dockerfile: drop BUILD_APPIMAGE arg and the linuxdeploy download/extract block. - docker/build-inner.sh: drop build_appimage() (~120 lines), AppImage arm of the BUILD_MODE switch, *.AppImage summary listing. - docker/AppRun.sh: deleted. - .gitignore: drop *.AppImage / squashfs-root / *.flatpak entries. Runtime: no longer key off APPIMAGE/APPDIR env vars or AppRun-set state. The fluorine-manager launcher script already exports FLUORINE_ORIG_*, MO2_BASE_DIR, MO2_PLUGINS_DIR, MO2_LIBS_DIR, MO2_PYTHON_DIR for the same purpose, so simplify: - envshortcut: appImageOrBinary -> launcherOrBinary; bundledFluorineIcon no longer probes APPDIR. - nxmhandler: drop APPIMAGE-based wrapper path; use applicationFilePath. - protonlauncher: rename cleanAppImageEnv -> cleanFluorineEnv, drop APPIMAGE/APPDIR/OWD/ARGV0/APPIMAGE_ORIGINAL_EXEC/DESKTOPINTEGRATION removals and .mount_Fluori pattern strip. - prefixsetuprunner: same env-cleaning trim. - utility, library.h, proxypython, mainwindow, moapplication, appconfig: comment cleanup pointing at the launcher instead of AppRun. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* Clean up empty dirs left by VFS, suppress noisy Qt debugSulfurNitride2026-04-301-6/+1
| | | | | | | | | | | | | | | Fixes #64: VFS now tracks the directories it creates outside the data dir (external mappings + RootBuilder game-root deploys) and removes them on unmount, but only if still empty. Pre-existing user dirs and the game root itself are never touched. RootBuilder manifest gains a "dirs" field so the cleanup survives a crashed session. Also drops a Path-repr qDebug in bg3_file_mapper that crashed Qt's logger on surrogate-escaped paths, and defaults QT_LOGGING_RULES to default.debug=false in the launcher and AppRun (still overridable) so the same class of plugin bug stays muted in shipped builds. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* Clean up remaining Linux packaging namesSulfurNitride2026-04-296-13/+14
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* Finalize Linux build cleanupSulfurNitride2026-04-294-21/+20
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* clang-tidy: third auto-fix passSulfurNitride2026-04-281-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | Sequentially applied a tighter set of safer checks: - modernize-return-braced-init-list - modernize-use-equals-default - modernize-use-noexcept - modernize-use-using - modernize-raw-string-literal - readability-enum-initial-value - readability-make-member-function-const - readability-convert-member-functions-to-static - readability-redundant-member-init - readability-container-contains - readability-container-size-empty One file (mainwindow.h) had to be hand-fixed: extractProgress was auto-marked static by readability-convert-member-functions-to-static, but it's bound via boost::bind(&MainWindow::extractProgress, this, ...) — making it static breaks the bind. Restored to a non-static member. Build verified. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* Native port of SKSELogRedirector plugin family (sysdmp), default offSulfurNitride2026-04-2815-0/+320
| | | | | | | | | | | | | | | | | | | | Three FileMapper variants — Steam SSE, GOG, VR — that redirect <docs>/My Games/<X> onto a sibling folder so SKSE writes logs to the right place. Only one applies per game; all default off so the user opts in to the matching variant. Layout mirrors game_bethesda: shared static lib in src/common/ with the QObject base (init/author/version/settings/enabledByDefault/mappings), three plugin .so subdirs each adding Q_PLUGIN_METADATA + their own name/description and destFolderName override. Q_PLUGIN_METADATA can only appear once per .so, hence the split. Paths preserved verbatim from the upstream .py — including the SSE variant's "Skyrim.INI" sibling folder, which is intentional: a Skyrim bug sometimes creates a directory of that name and the redirect makes SKSE find logs in SSE's docs folder. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* Detect native-Linux Stardew Valley, default executables to no-ProtonSulfurNitride2026-04-254-2/+48
| | | | | | | | | | | | | | | | | Add IPluginGame::isNativeLinux() (virtual, default false) so a plugin can advertise that the discovered installation is a native Linux build. Bound through the Python plugin trampoline so basic_games subclasses can override it. Stardew Valley plugin: when the install dir contains the StardewValley launcher script and no Stardew Valley.exe, report isNativeLinux=true and return Linux-side binary names (StardewValley, StardewModdingAPI). Also fix GameDataPath to "Mods" — Linux ships the SMAPI mods dir with a capital M. ExecutablesList::getPluginExecutables: skip the UseProton flag when the plugin reports native Linux, so the spawn path falls into launchDirect() and the game runs without a Wine prefix.
* Fix VFS rmdir, prefix/launch issues, add version + beta channelSulfurNitride2026-04-2315-29/+188
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - 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>
* Gate panel-plugin swap on enabled, pre-sync plugins.txt from prefixSulfurNitride2026-04-181-0/+4
| | | | | | | | | | | | | 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>
* Symlink saves, rank prefixes by Steam app type, ntsync safeguardsSulfurNitride2026-04-1736-0/+5912
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - 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>
* Remove Fix Game Registries button, fix BethINI New Vegas detectionSulfurNitride2026-04-131-5/+14
| | | | | | | | | | | 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>
* VFS perf fixes, icon/stylesheet compat, download filename fixSulfurNitride2026-04-12109-2/+17029
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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 supportSulfurNitride2026-04-129-122/+598
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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 fixesSulfurNitride2026-04-1233-0/+4198
| | | | | | | | | | | | | | | | | | | | | | | | | 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>
* Remove LOOT integration entirelySulfurNitride2026-04-1223-2548/+0
| | | | | | | | | | | | | | | | | | | | | | | | 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 pathsSulfurNitride2026-04-12270-24441/+0
| | | | | | | | | | | | | | | | 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.
* Sync upstream MO2 2.5.3 Beta 3 fixesSulfurNitride2026-04-101-1/+1
| | | | | | | | | - 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>
* Add BethINI Pie tool pluginSulfurNitride2026-04-106-0/+543
| | | | | | | | | | | | | | | | 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>
* Remove NaK/Rust dependency, port remaining functionality to native C++SulfurNitride2026-04-0837-8129/+48
| | | | | | | | | | | | | | | 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>
* Replace winetricks dependency setup with native implementationsSulfurNitride2026-04-052-2/+22
| | | | | | | | | | | | | | | | | | | | 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 downloadsSulfurNitride2026-04-031-1/+1
| | | | | | | | | | | | | | 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 dialogSulfurNitride2026-04-031-0/+2
| | | | | | | | | | | | | | | | | | | | 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>