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v2.0.15: DLSS kept when updating, no long stall after an unpack, Program Files message - #1889
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Use the saved license-accepted DLSS choice during updates, including after the builder restarts, while preserving existing DLSS installations. Exercise the real update decision without WPF, NVIDIA files or a game. Assisted-by: OpenAI Codex (cherry picked from commit c3aa9c0)
Include the selected NGX header tree in the DLSS compilation job dependencies. Preserve content-based reuse across SDK relocation and keep unrelated and non-NGX jobs unchanged. Assisted-by: OpenAI Codex (cherry picked from commit c716137)
A game folder under Program Files stopped the build minutes in, inside nup.py, with a bare "PermissionError: [WinError 5]" on its .game folder (a player on Discord, v2.0.14). make_game now writes a small check file into the folder before anything is read; refused, it names the folder, says Program Files needs administrator rights when the folder is under it, and asks for a folder of the player's own. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> (cherry picked from commit 71635f3)
After a fresh unpack, the first build checks every romfs .zs file for damage (#1002). It opens about 102,000 files and printed nothing until done: the Builder sat on "the game was read from this .nup before: reading it again is skipped" for minutes (about 5 on a Windows PC with Defender scanning each open), and looked stuck. - nup.damaged_game_files lists the files first, then reports each one it opened (progress(done, total)). - make_game says the check is starting, sends @@progress for the Read row's bar at most 4 times a second, and a plain line at each tenth ("checked 40,874 of 102,185 files (40%, 6 s)") for the log and terminals. - tests/test_damaged_check_progress.py: the reports, the found file, the lines' throttle and text. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> (cherry picked from commit 6ad9f1c)
… progress (#1764) Since #1764 the Python source checks fail on main: make_game.stand_in_damaged_files now passes a progress callback, and this check's stand-in took the romfs alone (TypeError: <lambda>() takes 1 positional argument but 2 were given). The stand-in takes it now, and the check also says each check was given one. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> (cherry picked from commit 167685b)
…e POST body) linux_update._request built Request(url, url, ...): Request's second argument is the body, so every update download was a POST with a str body and stopped before connecting: "POST data should be bytes, an iterable of bytes, or a file object. It cannot be of type str" (Discord, Arch Linux, 2.0.13 -> 2.0.14). From main's df9a52e, this part only (the rest builds on Linux updater changes this line does not have). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@NotRexed Update from my side (reporter of #1876): Setup: Windows 11 25H2 (build 26200), RTX 4090 Laptop GPU, fresh full build of Confirming your diagnosis. It's the silent post-unpack .zs check, not a real Key data point: the culprit was Windows Defender real-time protection scanning I'll confirm the actual fix — the progress output / no long stall — once the |
Hotfix for the v2.0.14 line. Each change is cherry-picked from main.
DLSS missing after updating (#1881):
ngx\nvngx_dlss.dll, so ticking DLSS on an update that adds it did nothing.Builder looks frozen after an unpack (#1876, #1870):
.zsfiles are damaged as it writes them, so the check no longer reopens about 100,000 files. Under a virus scanner that took long enough to look like a freeze.Game folder under Program Files:
PermissionError: [WinError 5].Linux updates fail with "POST data should be bytes":
linux_update._requestpassed the URL asRequest's second argument, which is the body, so every update download was a POST that failed before connecting (Arch Linux, 2.0.13 to 2.0.14). Its testtest_a_download_is_a_getis added too. Players on 2.0.13 or 2.0.14 still run the old updater, so they need to download the new AppImage once.Tests: the tests for these changes pass locally on this line:
test_nup_zstd_heads,test_nup_stand_in,test_damaged_check_progress,test_nup_paths,test_nup_codec,test_nup_read_name,test_missing_nup,test_make_game_writable,test_make_game_cache. The owner tests a full local build before the tag.🤖 Generated with Claude Code