Precompile all Linux client shader variants before installation
Launcher testing of the locally installed Native AOT client fails because an uncached particle shader invokes the in-repo glslc, which depends on missing libglslang.so.15. Use the existing release precompile pipeline rather than requiring player system compiler libraries. Local AOT publishing must run precompilation; POSIX release precompilation must include default, no-shadows and body-shadow-view variants. Install and verify a complete current shader artifact set in /home/mathias/Downloads/linux-x64 (1)/client without replacing game data. Acceptance: every staged vertex/fragment shader has all supported artifacts, glslc is not needed for a current release artifact set, and relevant script/compilation checks pass. Verified: all 69 artifacts compile with both host and publish-container glslc. Installed artifacts are byte-verified; 14 focused tests pass, including a read-only mounted installation test proving all shader variants remain current without invoking glslc. Shell syntax and diff checks pass. Local AOT publish now uses bundled SQLite consistently with release packaging. Replaced shader artifacts are backed up at /home/mathias/Downloads/linux-x64 (1)/client-shader-backup-20261010-184133. Interactive launcher verification remains with the user. Final ./publish-client-aot.sh run passes end-to-end, including all 69 artifacts. Pull request: #2626 — fix: Unify client installation data root and precompile Linux shaders https://git.project-rk.com/prk/engines/pulls/2626 fix/unify-client-data-root -> develop.
Checklist
2 of 2 complete- Local AOT publishing and POSIX release precompilation cover all supported shader variants.
- Compile, install and verify the complete shader artifact set for the launcher installation.
- Area
- Project Rubi-Ka
- Project
- engines
- Kind
- Bug
- Task ID
tsk_hmgkrh5tbh- Updated