| Commit message (Collapse) | Author | Age | Files | Lines |
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When local saves is off but the game INI still has a stale
sLocalSavePath=__MO_Saves\, ignore it and fall back to the default
saves directory instead of following the redirect.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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The restoreState() method restored the header state (column visibility)
before restoring the groupBy combo index. Changing the groupBy triggers
updateGroupByProxy() which swaps the sort proxy's source model, resetting
the header and showing all columns. Fix by restoring groupBy first so the
model chain is stable when header state is applied.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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The AppImage was missing libqsvg.so (Qt SVG imageformat plugin),
causing SVG-based theme icons and checkboxes to render as blank
squares. Add qt6-svg-dev and qt6-svg-plugins to the Docker image.
Also add explicit unchecked checkbox images to all vs15 Dark themes
for consistent rendering on Linux.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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The old-style SIGNAL() macro had the wrong signature: stateChanged(int,int)
instead of stateChanged(int,DownloadManager::DownloadState). This caused
Qt to silently fail the connection, meaning the download list view never
updated when download state changed.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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The desktop file used a bare command name (mo2-nxm-handler) which
relies on ~/.local/bin being in PATH. When the browser or desktop
environment invokes the URL scheme handler, ~/.local/bin is often
not in PATH, so the handler silently fails.
Use the full absolute path to the wrapper script instead.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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The NXM handler wrapper script was using
QCoreApplication::applicationFilePath() which returns the temporary
FUSE mount path for AppImages (/tmp/.mount_FluoriXXXXXX/...). This
path changes every launch and doesn't exist when the AppImage isn't
running, breaking NXM downloads from Nexus.
Now uses the APPIMAGE env var (the actual .AppImage file path on disk)
which is stable across launches and always accessible.
Fixes #20
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Process tracking failed with Proton-GE because launcher executables
(nvse_loader.exe, skse_loader.exe) exit after spawning the actual game
(FalloutNV.exe, SkyrimSE.exe). The tracker saw the launcher exit and
declared the game done, unmounting VFS while the game was still running.
Fix: when the tracked process exits, fall back to waiting for wineserver
which stays alive as long as ANY wine process in the prefix is running.
This is the most robust way to detect when a game has truly exited,
regardless of how many launcher layers are involved.
Also:
- Use "waitforexitandrun" proton verb instead of "run" (matches umu)
- Reduce process tracking log spam (log once on first find, not every
50ms poll cycle)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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findTrackedProcess was only checking /proc/<pid>/comm to match game
executables. This fails for Wine/Proton because:
1. /proc/comm is truncated to 15 chars (TASK_COMM_LEN), so
"FalloutNVLauncher.exe" becomes "FalloutNVLaunch" — no match
2. Wine processes show "wine64-preloader" or "start.exe" in comm,
not the actual game executable name
3. With UMU_ID set, Proton-GE launches via "start.exe /unix <game>"
adding another indirection layer
Now also checks /proc/<pid>/cmdline which contains the full untruncated
command line including the game .exe path. Handles both Windows-style
backslash paths (c:\...\game.exe) and Unix paths.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Set UMU_ID=fluorine when Steam DRM is disabled so Proton-GE launches
the game directly instead of through steam.exe (which asserts for
non-Steam executables like GOG games).
Fix VFS premature shutdown by tracking the game PID across process
reparenting. When the proton root process exits, wine/game processes
get reparented to PID 1 and disappear from the descendant tree. Now
we remember the tracked game PID and poll it directly, keeping VFS
mounted until the actual game exits.
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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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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- Log the resolved AppData/Local plugins dir and Documents/My Games INI
dir at launch so users can verify correct paths in the terminal
- Downgrade mergeTweak warning for missing profile_tweaks.ini to debug
level since this file is optional and only exists if the user creates
profile-level INI tweaks
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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Three issues caused all save files to show the same date (the session
start time), breaking Starfield's "Continue" mechanism:
1. setattr ignored FUSE_SET_ATTR_MTIME — Wine's SetFileTime() calls
(utimensat) were silently dropped, so games couldn't set timestamps
2. TTL_SECONDS was 365 days — kernel cached stale attrs and never
re-queried FUSE even after writes updated the real file
3. mo2_rename replaced mtime with now() instead of preserving it
Fixes #16
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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The launcher script prepends the app directory to PATH, so
QStandardPaths::findExecutable found the bundled umu-run as the
"system" one. Now explicitly filters out the app directory when
searching PATH for a true system-installed umu-run.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Thanks! Standard fix for Wayland icon association.
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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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%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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and NaK integration
FUSE VFS now deploys non-data-dir mod mappings (Paks, OBSE, UE4SS, etc.)
via real symlinks and injects file-level data-dir mappings (plugins.txt,
loadorder.txt) into the VFS tree. Fixes game launches for Oblivion
Remastered (Root Builder path resolution, script extender support) and
BG3 (Wine prefix documents directory, file mapper symlinks on Linux).
Vendors mo2-fomod-plus plugin and NaK crate for FOMOD installer and
game finder/runtime support.
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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