Extends the MDL system beyond text overrides: bitmaps/<label>.json names a model/scale and resource list, and mdlp extracts each resource's frames, runs them through an ONNX Runtime CPU upscaler baked into mdlp-image, re-quantizes to the game's palette, and writes the result back - same build-time pipeline as message overrides. Adds animgallery, a standalone viewer that renders any data directory's animated resources as an HTML/GIF gallery with a checkbox-driven MDL JSON generator, and -only-changed to preview just what a mod overrides against the base game. Fixes a real data race in hacked's ChangeNotifier.hashAll() (found via go build -race causing non-deterministic resource counts), via a new numbered patch rather than editing the vendored source. Adds engine-patches/, a general-fixes counterpart to android/engine-patches/ now staged and applied to the desktop builds too (previously unpatched): a real GL_UNPACK_ROW_LENGTH stride bug, an audio error-logging improvement, and two critter-rendering fixes - mod art was losing to the base game's own re-opened resource files, and critters rendered at the wrong size/position once that was fixed, both from how the billboard renderer derives on-screen size and placement straight from bitmap pixel dimensions. Updates README.md and AGENTS.md to document engine-patches/.
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@@ -8,16 +8,41 @@
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# container - see the Makefile's `engine` target, which picks whichever
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# of these applies).
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#
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# Builds from a scratch copy of engine/, patched with engine-patches/
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# (see that directory and README.md section 4.4) - same reasoning as
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# build-engine-win.sh's own scratch copy: engine/ itself is never modified in
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# place (README.md section 1).
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#
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# Output lands in engine/.build-output/: the systemshock binary, the
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# shared libraries it needs at runtime (lib/), and a default MIDI
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# soundfont - everything the root Makefile needs to assemble dist/.
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set -euo pipefail
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REPO_ROOT="$(pwd)"
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ENGINE_DIR="$REPO_ROOT/engine"
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OUT_DIR="$ENGINE_DIR/.build-output"
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SCRATCH_ENGINE="$REPO_ROOT/build/linux-engine"
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OUT_DIR="$REPO_ROOT/engine/.build-output"
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cd "$ENGINE_DIR"
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echo "== Preparing a scratch copy of engine/, patched with engine-patches/ =="
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rm -rf "$SCRATCH_ENGINE"
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mkdir -p "$(dirname "$SCRATCH_ENGINE")"
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cp -a "$REPO_ROOT/engine" "$SCRATCH_ENGINE"
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# A checkout built in place by an older version of this script (before it
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# staged a scratch copy) can still have build_ext/CMakeCache.txt etc.
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# sitting in the real engine/ - copied along above, they'd make CMake
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# refuse to configure this copy ("directory is different than the
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# directory where CMakeCache.txt was created"). Same cleanup
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# build-engine-win.sh's own scratch copy does.
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rm -rf "$SCRATCH_ENGINE"/build_ext "$SCRATCH_ENGINE"/CMakeCache.txt \
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"$SCRATCH_ENGINE"/CMakeFiles "$SCRATCH_ENGINE"/cmake_install.cmake \
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"$SCRATCH_ENGINE"/Makefile "$SCRATCH_ENGINE"/systemshock \
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"$SCRATCH_ENGINE"/src/Libraries/CMakeFiles
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for p in "$REPO_ROOT"/engine-patches/*.patch; do
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patch -p1 -d "$SCRATCH_ENGINE" < "$p"
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done
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cd "$SCRATCH_ENGINE"
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echo "== Wiring up prebuilt SDL2/SDL2_mixer/fluidsynth-lite from the image =="
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rm -rf build_ext
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