The fifteen headers of SPIR-V words under runtime/ are no longer tracked. tools/build_shaders.py builds all of them:
the GLSL with glslc, the SPIR-V assembly with spirv-as, and the two shaders assembled in Python from their scripts.
build_game.py builds the missing and the stale ones before it compiles the runtime, and the build kit, the launcher
release and the AppImage build them before they copy runtime/, so a player's PC still needs no shader compiler.
git ignores the headers and check_content.py refuses a compiled shader in a commit. The headers built this way are
byte for byte the ones removed here. vk_mvobj_fs.h is now mvobj_fs_spv.h, named like the others.
Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
Comments say what the code does and why, docs/maxwell.md keeps the Maxwell facts, and fetch_refs.sh clones only the checkout the build reads. Code is unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The issue forms ask for the version from the settings menu title and the log from logs\nx2navi.log. The guides and the sample settings cover the features this port has. The README lists the frame rate limits and widescreen and gets a Screenshots section for images attached on GitHub.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>