fix(build): quicker, steadier updates: compiled objects kept, a cut-short lift translated again, 45 GB needed #1484

Merged
NotRexed merged 1 commit from build-pipeline into main 2026-11-10 04:45:20 +00:00
NotRexed commented 2026-11-10 04:44:55 +00:00 (Migrated from github.com)
  • The compiled objects of the last build stay after it (about 1 GB), pruned to what the build used, so an update
    compiles only what changed instead of all ~600 files (#1287); Free up space still removes them.
  • A lifted file cut short (a disk full, a crash) is translated again instead of failing to compile at every try;
    the rewrites of lifted files write whole files (nx2/whole_write.py).
  • The builder needs 45 GB, not 60 (measured: game data 24.4 GB, shader caches ~8 GB, the game 0.4 GB, build files
    ~5 GB at their peak), in the WPF and Linux builders.
  • The builder's own arguments (builder_args=) are kept in the game folder and passed again by the game's update offer.

🤖 Generated with Claude Code

- The compiled objects of the last build stay after it (about 1 GB), pruned to what the build used, so an update compiles only what changed instead of all ~600 files (#1287); Free up space still removes them. - A lifted file cut short (a disk full, a crash) is translated again instead of failing to compile at every try; the rewrites of lifted files write whole files (nx2/whole_write.py). - The builder needs 45 GB, not 60 (measured: game data 24.4 GB, shader caches ~8 GB, the game 0.4 GB, build files ~5 GB at their peak), in the WPF and Linux builders. - The builder's own arguments (builder_args=) are kept in the game folder and passed again by the game's update offer. 🤖 Generated with [Claude Code](https://claude.com/claude-code)
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