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make_launcher.py --dlssg needed --streamline, a Streamline SDK folder unpacked by hand, and make_kit.py could not carry DLSS Frame Generation at all, so a game built from the kit always left it off. tools/streamline_pin.py now pins the Streamline 2.14.16 SDK release (its archive's size and SHA-256, and the SHA-256 of each file the game loads): without --streamline the scripts download the archive once, check it, keep only sl.interposer.dll, sl.common.dll, sl.dlss_g.dll, sl.pcl.dll, sl.reflex.dll, nvngx_dlssg.dll and the two licence texts, each checked, and delete the archive. A folder given with --streamline must hold the pinned files. The bin/dlssg/ assembly moves from make_launcher.py into streamline_pin.place, so the release and the kit write the same set and the same dlssg-NOTICE.txt: a kit made with --dlssg and the 0.6.0 release's nx2navi_dlssg.dll has a bin/dlssg/ identical to the 0.6.0 release's, byte for byte. make_kit.py takes --dlssg [--streamline] like the launcher. nx2navi_dlssg.dll itself still comes from tools/build_dlssg.py. tests/launcher_test.py test_streamline_pin covers the extraction, the cache, refused archives and folders, and the notice. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>