Files
questshock/build-image/build-engine-win.sh
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ml ab2b778f44
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Add AI-upscaled critter/object art as a new MDL mod type
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/.
2026-09-27 20:52:35 +02:00

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#!/usr/bin/env bash
# Cross-compiles engine/ (the vendored Shockolate snapshot) for Windows
# (x86_64) via MinGW, against the dependencies prebuilt into this image at
# /opt/prebuilt/win - no network access needed. engine/CMakeLists.txt
# already has working WIN32/MINGW branches (the upstream Shockolate
# project's own build_win64.sh/appveyor.yml build the same way, natively
# on Windows via Git Bash/MinGW; this cross-compiles the same branches
# fully offline and reproducibly from Linux instead), so building it needs
# no patches of its own beyond engine-patches/ (applied below),
# unlike the Quest build's android/engine-patches/.
#
# Builds from a scratch copy of engine/ (like android/engine-patches/
# does for the Quest build) rather than engine/ itself: its BUNDLED
# dependency paths (build_ext/built_sdl etc.) and in-source CMake cache
# are relative to/inside the source tree, and would otherwise collide
# with the Linux desktop build's own build_ext/CMakeCache.txt (see
# build-engine.sh) if both are built from the same checkout, as `make
# dist` (dist-linux + dist-win) does.
#
# Must be run with the repo root as the working directory - either via
# ../run-image.sh, or directly when already inside this image (see the
# Makefile's `engine-win` target, which picks whichever of these
# applies, same as `engine`).
#
# Output lands in engine/.build-output-win/: systemshock.exe, the DLLs
# it needs at runtime, and a default MIDI soundfont - everything the
# root Makefile needs to assemble dist-win/.
set -euo pipefail
REPO_ROOT="$(pwd)"
SCRATCH_ENGINE="$REPO_ROOT/build/win-engine"
OUT_DIR="$REPO_ROOT/engine/.build-output-win"
echo "== Preparing a scratch copy of engine/ for the Windows cross-build =="
rm -rf "$SCRATCH_ENGINE"
mkdir -p "$(dirname "$SCRATCH_ENGINE")"
# See build-engine.sh for why this detection is needed (e.g. a VirtualBox
# vboxsf shared folder refusing to create symlinks or preserve hard-link
# relationships) - applied here too since build/ is under the same
# bind-mounted repo checkout.
CP_FLAGS=(-a)
mkdir -p "$(dirname "$SCRATCH_ENGINE")/.symlink-test-dir"
if ! ln -s test-target "$(dirname "$SCRATCH_ENGINE")/.symlink-test-dir/test" 2>/dev/null; then
echo "(destination filesystem doesn't support symlinks - copying real file content instead)"
CP_FLAGS=(-a --dereference --no-preserve=links)
fi
rm -rf "$(dirname "$SCRATCH_ENGINE")/.symlink-test-dir"
cp "${CP_FLAGS[@]}" "$REPO_ROOT/engine" "$SCRATCH_ENGINE"
echo "== Applying engine-patches/ =="
for p in "$REPO_ROOT"/engine-patches/*.patch; do
patch -p1 -d "$SCRATCH_ENGINE" < "$p"
done
cd "$SCRATCH_ENGINE"
# If engine/ has ever been built in-source directly (`make dist`/`make
# engine` - see build-engine.sh), that leftover CMakeCache.txt etc. just
# got copied along verbatim - and it still points at the real engine/
# path, not this scratch copy, which CMake refuses to configure against
# ("directory is different than the directory where CMakeCache.txt was
# created"). Same artifact list as .gitignore's "Engine build artifacts"
# section.
rm -rf build_ext CMakeCache.txt CMakeFiles cmake_install.cmake Makefile \
systemshock src/Libraries/CMakeFiles
echo "== Wiring up prebuilt SDL2/SDL2_mixer/GLEW/fluidsynth-lite (Windows/MinGW) from the image =="
rm -rf build_ext
mkdir -p build_ext
cp "${CP_FLAGS[@]}" /opt/prebuilt/win/sdl2 build_ext/built_sdl
cp "${CP_FLAGS[@]}" /opt/prebuilt/win/sdl2_mixer build_ext/built_sdl_mixer
cp "${CP_FLAGS[@]}" /opt/prebuilt/win/glew build_ext/built_glew
# engine/CMakeLists.txt's BUNDLED FluidSynth mode hardcodes
# build_ext/fluidsynth-lite/src as the library search path (matching the
# desktop Linux in-source build's own output layout) - same lib/ -> src/
# remapping build-image/prepare-android-project.sh does for the Quest
# build's own prebuilt fluidsynth-lite.
mkdir -p build_ext/fluidsynth-lite/src build_ext/fluidsynth-lite/include
cp "${CP_FLAGS[@]}" /opt/prebuilt/win/fluidsynth-lite/lib/. build_ext/fluidsynth-lite/src/
cp "${CP_FLAGS[@]}" /opt/prebuilt/win/fluidsynth-lite/include/. build_ext/fluidsynth-lite/include/
echo "== Configuring (CMake, MinGW cross-compile, BUNDLED SDL2/SDL2_mixer/FluidSynth) =="
cmake -DCMAKE_TOOLCHAIN_FILE="$MINGW_TOOLCHAIN_FILE" \
-DENABLE_SDL2=BUNDLED -DENABLE_SOUND=BUNDLED -DENABLE_FLUIDSYNTH=BUNDLED .
echo "== Compiling =="
make -j"$(nproc)" systemshock
echo "== Assembling engine/.build-output-win =="
rm -rf "$OUT_DIR"
mkdir -p "$OUT_DIR"
cp systemshock.exe "$OUT_DIR/"
# Only SDL2.dll/SDL2_mixer.dll themselves - not SDL2_mixer's own bundled
# codec DLLs (libvorbis, libmodplug, libopus, ...), matching what
# engine/'s own upstream Windows build script (build_win64.sh) ships:
# Shockolate only ever calls Mix_LoadWAV_RW/Mix_HookMusic (same as the
# Quest build - see build-image/Dockerfile's Android layer comment),
# never loading the OGG/MOD/MP3 game data those codecs would be for.
cp build_ext/built_sdl/bin/SDL2.dll build_ext/built_sdl_mixer/bin/SDL2_mixer.dll "$OUT_DIR/"
cp build_ext/built_glew/lib/glew32.dll "$OUT_DIR/"
cp build_ext/fluidsynth-lite/src/*.dll "$OUT_DIR/"
# libgcc/libstdc++ are statically linked (see the Dockerfile's
# MINGW_TOOLCHAIN_FILE), but fluidsynth-lite/SDL2 still pull in the
# MinGW pthread emulation dynamically.
cp /usr/x86_64-w64-mingw32/lib/libwinpthread-1.dll "$OUT_DIR/"
cp /opt/prebuilt/soundfont/default.sf2 "$OUT_DIR/soundfont.sf2"
echo "== Done =="
echo "Binary: $OUT_DIR/systemshock.exe"
echo "DLLs: $OUT_DIR/*.dll"
echo "Soundfont: $OUT_DIR/soundfont.sf2"