build_xlate.py --id-only wrote an nx2navi_xlate.id for whatever exe sat in the folder, from the sources as they are,
so make_launcher's guard (check_xlate, which compares only the .id) passed an old exe beside a fresh .id. Nothing
calls the option; it is gone, and only a build writes an .id. make_release.check_translator compared build/xlate's .id
with build_xlate.identity(), which hashes the tree the last build prepared there, so a patch or vendor change since
that build passed unseen; make_appimage.py and make_kit.py checked nothing. The fresh-prepare identity moves from
make_launcher into build_xlate as source_identity(), and build_xlate.check_built(folder, exe) refuses a missing exe or
.id and an .id that differs from it. make_launcher, make_release, make_appimage and make_kit stop on its reason, each
before its downloads, builds or deletions: make_launcher's check moves from build_app to the top of main, before the
--out folder is deleted and the toolchain lock is resolved. A translator folder built from the current sources, as the
release scripts pass it (work\xlate_6866a13e), passes as before.
Not reproduced before the change beyond the audit's probes. tests/xlate_package_check.py (new) checks a matching
folder, missing files, another identity and a stale build (refused although identity() over its own tree equals its
.id), that --id-only is refused, and that make_launcher, make_release and make_kit stop on a foreign translator, the
kit before any download; check_built passes on work\xlate_6866a13e.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Mods, on the home screen, opens the game's mods folder, adds a downloaded mod from its .zip, .7z or .rar file or its
folder, switches each mod on or off, and sets the load order (mods_disabled and mods_order in nx2navi.ini, written as
the game writes them). Each mod's description says what it changes, which other mod changes the same files and which
of the two wins, and why the game leaves it off when it does.
Before the game starts, Play puts the mods folder in order (launcher/mods.py prepare): an archive in it is unpacked into
a folder of its name and kept, a mod whose files sit a folder or more down has them moved up, and a romfs, exefs or
cheats folder put straight into the mods folder becomes a mod of its own. An archive that would write outside its
folder is refused, and nothing is deleted.
The launcher's build (tools/make_game.py) left the mods' code cheats and ExeFS patch files out, so those mods stayed
off. The lift now turns them into patch sets first, as the setup does, with the files in the lift's key and
build-cache/mod-code.json recording what it took up. Play builds the game again before it starts when an enabled mod
brings code no build has seen. The shaders' key names the lift and the compile without the mods' code, so such a build
compiles only what the patches change and leaves the shaders prepared. tools/mod_files.py is the one place the tools,
the build and the launcher find a mod's parts.
Tested: a zipped mod holding its own folder, put into a mods folder, was unpacked and moved up by the launcher's code,
and the game served its file in place of the game's. The lifter took a code cheat and a pchtxt patch made for the game's
main as patch sets. The launcher's and the setup's tests pass.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The preparation translates every shader and builds each one's stage library, so a pipeline a draw meets for the first time is linked in 2 to 6 ms. A mesh pipeline has no stage libraries: on an install that never drew it, it compiles whole in play, 0.2 to 1.1 s with its draws left out of the picture (18 of them on a first visit of Kokiri Forest). Whole pipelines were built ahead only from the folder's own pipeline-keys.bin.
tools/pipeline_list.py merge folds the pipeline-keys.bin and shader-answers.bin of game folders that were played into one list file: every key record once, with the answers record of each shader it names. A record names its shaders by input id, which depends on the game's code and the answers alone, and holds the game's pipeline state; what depends on the GPU is derived when the pipeline is built, so a record made on one machine is good on another with the same game version and runtime. Four folders on this PC give 5,432 records, 317 of them mesh pipelines (147 KB of keys).
tools/prepare_shaders.py reads the list (tools/data/pipeline_list.bin, data/pipeline_list.bin in a release folder, or --pipeline-list), adds its shader variants to the seed and writes its records as seed-pipeline-keys.bin. nx2navi.exe --prepare-shaders builds the mesh pipelines among them after the seed is translated and saves the pipeline cache before the stage libraries are built (NX2NAVI_PREPARE_PIPELINES=all builds the vertex pipelines too); --warm-shaders does it again after an update or a new driver, and --prepare-pipelines is that step alone. The pipelines go into the caches and are not kept or added to the folder's own key file, so they cost no start-up time or video memory until a draw meets them. A marker file keeps a driver that crashes on one of them from failing every preparation.
The list is derived from game data and stays out of the repository: check_content.py refuses files recorded from a game folder by their first bytes, and make_kit.py, make_launcher.py and make_release.py carry a list given with --pipeline-list. All three now also carry pipeline_list.py, which prepare_shaders.py imports.
Checked without the game: tests/pipeline_list_test.py, and prepare_shaders.py --no-run on the game files with a list of 317 mesh pipelines (all 266 shader variants found in this game version, 177 new to the seed). The build step in nx2navi.exe compiles and links and has not been run.
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>