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Author SHA1 Message Date
ayozetr d68ff3987e Atlas: remove runtime_atlas_build.h, which nothing includes
The header came with Hunter's Atlas (6621a1f0) and holds the build
description of the Windows release it was taken from (windows-v1.8.1).
No source, script or test includes it or reads BB_ATLAS_BUILD_JSON; the
build and the tests are the same without it.
2026-11-09 22:28:27 +00:00
ayozetr 48fc69fb59 Patches: L3 run-jump, from bbhost; credits for the latest fixes
Kyo's L3 run-jump patch for 1.09, as droogie's bbhost carries it
(patches/l3-run-jump.toml, byte for byte, each site checked against the
eboot first). While running with Circle held, L3 makes the Rolling
request a Circle press makes, and the player's SpEffect 390 counts as on
for three frames, so the script takes its own run-jump: L3 jumps as
letting go of Circle and pressing it again does, and Circle is
unchanged. Its code goes in the zero tail of the code segment
(0x054BF000 and 0x054BF080, PS4 addresses) and keeps its window in one
byte of the zeroed tail of .bss (0x05AD3D00); it is RIP- and
register-relative, so it runs wherever the eboot is loaded. Not for the
Nightreign Movement scripts, where L3 is their surge sprint.

Off by default: tweak_l3_run_jump in bbport.ini, the launcher's Cheats
page and the in-game menu, in every language.

Credits (docs/CREDITS.md and the launcher's About page, in every
language): droogie's entry gains the L3 run-jump, and Asanilo (the work
submission count and sampler fixes), AlexanderDzhoganov (BBSC's
spectating after a wipe) and nullsumlabs (unknown sysctl names) are in.
2026-11-09 22:11:46 +00:00
ayozetr ce84be68dc Window: keep keys and typed text for the name dialog on the Deck
With a Steam Deck or Steam Controller as the gamepad, keyboard and mouse
events are dropped as echoes of its own controls (Steam's desktop
layout), except while the port's menu is open. That also dropped them
while the game's text dialog was open: Steam's on-screen keyboard types
there as text input and a keyboard plugged into the Deck as keys, so in
Game Mode the character's name could not be typed and the dialog could
not be left with Escape (upstream issue #443, and a report on Reddit).
They now reach the dialog; the port's own on-screen keyboard still takes
the gamepad. BbOverlay::TextPromptOpen says when the dialog is open.
2026-11-09 22:07:00 +00:00
ayozetr 61a3c3f4a7 Docs: frame rate drops until a reload, and the mouse in menus
TROUBLESHOOTING.md gains two sections: the drops on NVIDIA cards that
lasted until a reload (#42), what 0.70-linux.4 changed, how to tell them
from a place that is simply heavy, BB_MIRROR_VRAM_ONLY and which log to
attach; and the keyboard and mouse in the game's menus: the left button
chooses, the others keep their bindings (the right one L2, for the
storage box), Escape goes back.
2026-11-09 22:04:38 +00:00
ayozetr 23191f2a81 Overlay: say how much VRAM other programs took, not "VRAM -552 MB"
The frame rate line adds how much less video memory the game has than
earlier in the session, when other programs (a browser, a video player)
take 150 MB or more. It read "VRAM -552 MB (other apps)", which looked
like a negative figure. It now reads "VRAM: 552 MB taken by other
apps", in every menu language.
2026-11-09 22:04:14 +00:00
ayozetr 65e1a94db1 Exit to desktop: notice the title through the game's menu flow
With online play on, the game came back to the title after Exit Game
without opening the intro logos or looking its title menu's texts up
again, the two things the port waited for, and closed only when a new
game was started from there (#46). The menu pointer already reads the
game's menu flow, whose +0xb11 is zero at the title menu: the change
from the world to the title now calls runtime_quit_at_title too, which
does nothing unless Exit to desktop is armed. The menu pointer's header
now says the right button keeps its binding in menus.
2026-11-09 22:04:14 +00:00
ayozetr 614ac83cb1 Kernel: answer an unknown sysctl name with ENOENT
A sysctl name the port does not know stopped the game (exit 21). It now
answers ENOENT, as FreeBSD does for a name it does not know, and logs the
first few with their mib. From the nullsumlabs fork
(bloodborne_pc-deck-optimized), which took it from Awakenchan's Windows
port.
2026-11-09 21:40:56 +00:00
ayozetrandAlexander Dzhoganov 5f0580bd43 BBSC: end a guest's spectating when the host reloads after a wipe
From Alexander Dzhoganov's pull request to bbport
(deadinside28/bloodborne_pc#418, refs CLSAMG22/BBSC#44). After a boss
wipe the host respawned while the guest stayed a spectator, its area
unloaded, seeing only the host's character moving in the air. The life
packets can miss a wipe when the host was already dead as the guest's
death began, or wakes in another map.

The host's position reports are now a second signal: one that arrives
by a load after the guest went down, with the boss not killed, means
the host reloaded. The guest reloads into the host's reported map when
it differs from its own, applying the host's world state first, as a
follow does.

Co-Authored-By: Alexander Dzhoganov <[email protected]>
2026-11-09 21:35:35 +00:00
ayozetrandAsanilo f16e9dec02 Texture cache: free evicted samplers after the frame that uses them
From Asanilo's pull request to bbport (deadinside28/bloodborne_pc#442,
fixing #441). The sampler cache's first collection pass could pick
entries just bound for the frame being recorded, and destroying them at
once left render commands pointing at a destroyed sampler. Evicted
samplers now go through Scheduler::DeferOperation and live until the
current render tick completes; their cache entries and LRU slots are
still removed at once.

tests/test_sampler_gc.py covers the first collection, entries used after
warm-up, cold entries and repeated use.

Co-Authored-By: Asanilo <[email protected]>
2026-11-09 21:35:34 +00:00
ayozetrandAsanilo 6f49316ca1 Command processor: publish submission counts under the queue lock
From Asanilo's pull request to bbport (deadinside28/bloodborne_pc#440,
fixing #439). SubmitGfx and SubmitAsc made a queued task visible before
updating its count and generation, so the decoder could finish the
previous task and see zero submissions while the new one was still
queued, and an idle callback in that window could accept the old
generation. The count, generation and their flags are now updated while
the queue lock is held; notifications stay outside the locks, and the
lock order (queue, then submit) is the consumer's.

tests/test_submission_publish.py covers the ordering.

Co-Authored-By: Asanilo <[email protected]>
2026-11-09 21:35:33 +00:00
ayozetr c34fe3a97c Launcher: version 0.70-linux.4 2026-11-09 12:33:12 +00:00
ayozetr 23730cd9c1 Layer: keep VRAM mirrors in VRAM only on cards over 4 GiB
When VRAM was full, VMA put a new mirror in system memory, and there it
stayed until its blocks were retired: the GPU read that geometry over
the bus until a reload. An RTX 4060 fell to 17-27 FPS in the same places
until the game was reloaded (#42), and BB_MIRROR_VRAM_ONLY=1 fixed it.
A mirror refused for lack of room is made again later instead.

That is now the default on cards with more than 4 GiB. Small cards keep
the system memory fallback: VRAM only had a 2 GB laptop reading its
geometry over the bus at 8-29 FPS. BB_MIRROR_VRAM_ONLY=1 or 0 forces
either, and the log says which one a run uses.
2026-11-09 12:33:12 +00:00
ayozetr f48d860e7f Credits: the latest contributors and testers
In docs/CREDITS.md and the launcher's About page, in every language:
Wooloomooloo2 for the game starting on integrated Intel Arc/Xe GPUs,
SrShadowy for the VRAM mirror compaction, eberhardweber for the AMD FX,
Wayland fullscreen and Gear Lever reports and tests, GitBire for the
storage box with keyboard and mouse, npc-xc for the NVIDIA frame rate
drop logs, and Nahnahchi's entry with those drops and Exit to Desktop
with online play.
2026-11-09 11:59:24 +00:00
ayozetrandSrShadowy c1020650e9 Layer: compact VRAM mirrors in the default run
From the SrShadowy fork. Compaction makes a mirror again over its valid
blocks only, giving back the VRAM the rest held. In 0.7's default run
it freed nothing: its mirrors are about 7.8 MiB each, and a mirror
needed a fixed 8 MiB of waste before it was considered.

The threshold now follows the mirror's size, and the segments a mirror
is cut into come from gpu/layer/layer_mirror_policy.h (heads and tails
always come off; a hole between valid blocks pays for the mirror it
needs). One pass takes a bounded share of the waste, so its copies
spread over the following seconds, and waste nothing could free is
looked at again after a while, as mirrors age into eligibility. A
retired mirror's age is forgotten on every retire, so a new mirror at
the same start does not inherit it. A pass that frees nothing says
which filter stopped it.

Seen with frame rate drops on NVIDIA cards (#42). The policy has its own
test (tests/test_layer_mirror_policy.cpp, run by build.sh --test).

Co-Authored-By: SrShadowy <[email protected]>
2026-11-09 11:55:29 +00:00
ayozetr 98750d0687 AppImage: give appimagetool the version
appimagetool writes the desktop entry's X-AppImage-Version itself, from
the VERSION environment variable, and replaced the one the build had
added with "UNKNOWN" (#49). The build now exports VERSION instead.
2026-11-08 01:21:34 +00:00
ayozetr 0b3dac11d7 Launcher: version 0.70-linux.3 2026-11-08 01:15:44 +00:00
ayozetr 5041586f9a AppImage: version and description for AppImage managers
Gear Lever showed the AppImage's version as "UNKNOWN" (#49): its desktop
entry had no X-AppImage-Version and there was no AppStream metainfo.
The build now writes both: the version is taken from the launcher's
VERSION (bbport_update.py), so it is kept in one place, and the
metainfo carries the name, summary, description, licence, links and
that version. Both pass desktop-file-validate and appstreamcli validate.
2026-11-08 01:15:38 +00:00
ayozetr e77bce746f Menu pointer: clicks reach the quick menu while the Atlas tile shows
The pointer left a click alone while the port's overlay was open, and
that check was also true whenever Hunter's Atlas's Map tile showed in
the game's quick menu. Clicks on Status, System, Inventory and the rest
did nothing there; only the tile's Map opened.

The pointer now steps aside only when the overlay or the open map takes
the input, and leaves a click on the tile, with its release, to the
tile. With BB_MENU_POINTER_FILE set, each click is traced: whether the
pointer took it, why not, and the button it pressed.
2026-11-08 01:15:30 +00:00
ayozetr d1dea1b8e4 Menu pointer: the right mouse button is L2 in the game's menus
In a game menu the right button went back, and the mouse's other
buttons did not reach the game at all, so with keyboard and mouse
nothing could press L2 or R2 there. The storage box switches to the
storage with them (#44), and its prompt shows the right button for it:
pressing it closed the box instead.

Only the left button is the pointer's now. The others keep their
bindings in menus as well (the right one L2, the side ones R2 and L1),
as the game's prompts show them; Escape goes back. The test file's
"right" action is "back".
2026-11-08 01:15:30 +00:00
ayozetr 6796fbbd13 Window: ask for fullscreen again when Wayland drops it at start
On Wayland a program cannot place its window. With several monitors
KWin could map the game on the one SDL reports as primary, move it to
the monitor chosen in the launcher and leave it there as a plain
window (#39); asked again, fullscreen holds, as KDE's own shortcut
showed. During the first 10 seconds the port now asks again, at most
three times and a second apart, and logs each try. After that the
desktop decides, so its own shortcuts keep working.

TROUBLESHOOTING.md: choosing the monitor, the retry and
SDL_VIDEO_DRIVER=x11 as the fallback.
2026-11-07 12:57:45 +00:00
ayozetr badd460277 Texture cache: name the images when an overlap resolve fails
The warning said only "Image overlap resolve failed". It now gives the
image the game asked for and the one dropped for it (address, size,
dimensions, format, levels and layers), and whether the dropped image
held what the GPU drew: then its contents are lost and the new image is
read from guest memory. Issue #25 had two of these warnings around a
garbled texture that went away after a reload.
2026-11-07 11:56:21 +00:00
ayozetr 1d0bbec978 Launcher: version 0.70-linux.2 2026-11-04 11:11:38 +00:00
ayozetrandMark Hall 843424de13 Guest memory: allow device-local host types on single-pool GPUs
On integrated Intel Arc/Xe with Mesa's ANV driver every memory type is
device-local and host-pointer imports are allowed only into those, so no
type was found and the game stopped at startup with exit code 23. A second
pass now accepts a device-local host-visible type when no system-memory
type is allowed; the search is unchanged on other GPUs.

From deadinside28/bloodborne_pc#429.

Co-Authored-By: Mark Hall <[email protected]>
2026-11-04 11:11:26 +00:00
ayozetr 21e1ce4224 Game menu: Exit to desktop saves first in the world
Exit to desktop closed the window at once, so whatever the game had not
saved yet was lost (#25). In the world the System menu's entry now runs the
game's own Quit Game: its question becomes "Quit the game and return to the
desktop?", the game saves and goes back to the title, and the runtime closes
it there (the intro logos or the title menu, once no save data is mounted).

Answering No leaves the quit armed for two minutes at most; the game's own
Quit Game disarms it. On the title screen the entry still closes the game
at once, as there is nothing to save there.
2026-11-04 11:11:26 +00:00
ayozetr 498a37d24b Runtime: run the game's movbe on processors without MOVBE
The game's code was built for the PS4's CPU and has 987 movbe. AMD's FX
processors of the Piledriver generation have every other instruction the
game uses but not this one, so the game stopped with SIGILL (exit code 132)
at the first one, while reading a file header (#39).

The SIGILL handler now decodes the movbe at the faulting address, does the
load or store with its bytes swapped and resumes after it. On a processor
with MOVBE this never runs. The CPU check no longer refuses to start
without MOVBE and says in the log that the port runs them; the log also
counts them every 10 s (a few thousand a second while loading, about ten a
second while playing).

BB_MOVBE_TRAP=file turns the movbe listed by tools/movbe_sites.py into ud2,
so the emulation can be tested on any processor. tests/test_movbe.c checks
the forms the game uses.
2026-11-04 11:11:26 +00:00
ayozetr e8c7eaaf9c Players' guide: brought up to 0.70
The guide still described 0.51 in a few places:

- FAQ: The Hunter's Dream has no seamless co-op in 0.70 (summons are the
  normal game's), and no bridge relays there; the ports answer now says
  what UPnP, BBSC's relay and Tailscale each cover. New answers on the
  in-game map (preparing it, opening it with the quick menu, M or R3)
  and on FSR 4.1.2 (AMD's installer or amdxcffx64.dll, plus the FSR 4.1.x
  DLL, and the model in the port's menu).
- Troubleshooting: DLSS failures as 0.70 logs them ("DLSS: unavailable
  (...)"), Frame Generation on RTX 40 and newer, without the 0.4-linux.1
  note and a log line that no longer exists.
- Getting a log: the first line as 0.70 writes it.
- Online: the BBSC switch is "Turn on BBSC", as the launcher says.
2026-11-03 21:54:23 +00:00
ayozetr 74b1a30870 README: what the unlocked frame rate allows
The features list said the unlocked frame rate went "up to 120 FPS". In
0.7 it goes up to 480 FPS, the most the game's loading screens take, and
120 is the most the game's movement is sure to keep up with (the
launcher warns above it). The line now says so, and that the in-game
menu changes the frame rate while playing.
2026-11-03 21:38:26 +00:00
ayozetr 62dbeefa6b AppImage build: the new image is renamed into dist/
packaging/appimage-in-arch.sh copied the new AppImage over
dist/Bloodborne-bbport-x86_64.AppImage. When the previous build was still
open (its launcher, or the game), that changed the file under its mount
and the running program could crash. The new image is now copied next to
it and renamed over it: the open one keeps running from the old file,
and the next start uses the new one.
2026-11-03 21:20:06 +00:00
7c6b25a560 Keyboard: the Linux fork's movement keys by default
bbport 0.7 turns the movement keys into a stick that ramps up over 70 ms,
turns at 1100 degrees a second and keeps a diagonal within a round gate,
and opposite keys held together cancel out. In the game that stops a
sprint when A and D (or W and S) overlap for a moment, and a diagonal
gives 90 of 127 on each axis while the game picks walk or run by the
larger one.

The movement keys now work as in 0.51-linux: the one of two opposite
keys pressed last wins, a diagonal stays on the square, the direction
turns toward the keys' at 900 degrees a second and at most 30 degrees a
read (a half turn going through forward), and a released key holds its
direction for 60 ms, so the game never sees a turn of 45 degrees or a
neutral read that would end a sprint (cassioKenji's measurements in
Supermedo/bloodborne_pc#74). bbport.ini keyboard_movement=0.7 gives back
0.7's stick; stick_socd=neutral and stick_circular=1 work as before. The
walk key and the camera keys are unchanged. The pad tests cover the keys'
direction, the turn, the release hold and the settings; the README says
it, and Jhony-Jhansen and cassioKenji are back in the credits and the
About page's thanks (in the seven languages).

Co-Authored-By: João Pedro Valadares <[email protected]>
Co-Authored-By: Supermedo <[email protected]>
2026-11-03 21:19:29 +00:00
ayozetr 43ffa68201 Launcher: About page layout
The About page lists this project, the players' guide, support, the
licence and the thanks first, and the related projects' links in one
expandable row after them, with its title in the seven languages.
2026-11-03 21:17:15 +00:00
ayozetr 0f90125d4a Discord: the repository fits in the art's hover text
Discord shows the large image's text in a narrow box that wraps at spaces
only. "github.com/ayozetr/bloodborne_linux" was one word wider than the
box and came out cut ("github.com/ayozetr/bloodbor"). The text is now
"Bloodborne on Linux · ayozetr/bloodborne_linux on GitHub": the
repository has a line of its own and the "Get the Linux port" button
still opens it. The test checks that no word is longer than the box.
2026-11-03 21:12:17 +00:00
ayozetr 02dc648c96 Build release AppImages in a plain Arch Linux container
packaging/appimage-sharun.sh bundles the system libraries of the PC it
runs on. Built on CachyOS, those come from its x86-64-v3 repositories:
libpython, GLib and GTK then carry AVX2/BMI2 instructions outside any
CPU check, and the AppImage died with SIGILL before showing anything on
processors without them (AMD FX and Phenom, Intel before Haswell; issue
#39).

packaging/appimage-in-arch.sh clones the current commit with its
submodules into out/arch-build/, builds the image from
packaging/appimage-arch.Dockerfile (archlinux:base-devel plus the build
and packaging dependencies, VulkanMemoryAllocator 3.5.0 and xbyak 7.43
headers from git), and runs build.sh, tools/build_dlss.sh and
packaging/appimage-sharun.sh inside it as the calling user. The DLSS SDK
cache and fsr4_shaders/ already on the PC are reused. The image keeps the translations Arch's Docker image leaves
out (GTK's and libadwaita's, X11's compose tables) and has the ALSA plugins for
PipeWire and PulseAudio, as a desktop does. Host networking is
used for both the image build and the run.

Checked on the result: libpython, GLib and libstdc++ have no BMI2
instructions; the ones left in glibc, GTK (CRoaring), FFmpeg, OpenSSL,
GMP and the codecs sit behind runtime CPU dispatch, as in Arch itself.
The README names the script as the way releases are built.
2026-11-03 02:01:38 +00:00
ayozetr c16b6d3d58 Discord Rich Presence: the repository in the image's tooltip and a button to it
Whoever sees the status in Discord can find the port: the large image's tooltip
names github.com/ayozetr/bloodborne_linux, and a "Get the Linux port" button
opens it. Discord shows the button to the others looking at the profile, not to
the player. Tested against Discord's length limits.
2026-11-01 23:44:35 +00:00
ayozetr b4f75ec15c Credits: what this build actually takes from each one
The credits and the launcher's thanks listed work that did not come over to 0.7:
features 0.7 replaces (the direct mouse camera, ultrawide and the HUD position,
Quit to Desktop, bbbridge, DLSS's groundwork - 0.7's DLSS is its own), the
earlier online module's shadNet fixes, keyboard movement and sprint, cloth, plants
and effects at high frame rates (pending a test against 0.7's), and renderer
fixes 0.7 does differently. Each entry now names what is in this tree; entries
with nothing left go (MaskZeus, Jhony-Jhansen, mcrib884, HatsyRei, pmwork-personal,
cassioKenji, jpramosjp, devilismyfriend, Obrikash, Vorshim92, AwesomeObserver,
gibs2193, zFenrys, and Abken's mod 537), in the credits and the launcher's thanks
in every language. Work that comes back later brings its credit back with it.
2026-11-01 23:38:23 +00:00
ayozetr c8373033ad Icon: a hunter before the crimson moon
A new icon for the launcher, the AppImage's desktop entry and the Steam shortcut:
the hunter's silhouette before a blood moon over Yharnam's spires, in a red rounded
frame. 256 px with its corners transparent (it was 128 px), stripped of metadata;
it reads at 24 px too. The old one (launcher/bloodborne.svg and its PNG) goes, and
so does it from Supermedo's credit, in the credits and the launcher's thanks in
every language. A Steam shortcut takes the new icon the next time Add to Steam is
used.
2026-11-01 23:33:10 +00:00
ayozetr 42e8b4c606 Gestures menu without the motion-control icons, as an option again
The Linux fork offered Dommo's stripped-down gestures menu (Nexus Mods,
Bloodborne mod 30) as a switch on the Controls page; it went with the fork's
prompt layer when 0.7's live prompts took over. It is back:
scripts/gestures_menu.py applies assets/menu_prompts/gesturetop.json to the
player's own menu/gesturetop.gfx (only to the file the edits were made for) as a
layer under the mods, when BB_GESTURES_NO_MOTION=1, the launcher's switch, keeps
the same setting it had. Checked against a retail 1.09 dump: the edits apply.
2026-11-01 23:31:27 +00:00
ayozetr afac1a4f39 Launcher: an own server at Seamless Hunt's address keeps its address
0.7's default shadNet address is Seamless Hunt's, and the Online page left the
own-server field empty when it held the default. The Linux fork's guide had
players enter Seamless Hunt as their own server, so for them the field showed
empty, and saving the page would have lost the server. With an own server
chosen the field now always shows its address.
2026-11-01 23:23:52 +00:00
ayozetr 4c1e2e3061 Launcher: BBSC's settings again, folded under its switch
The Linux fork's launcher had a page of BBSC's options; on 0.7 only the switch
was left, and the options could be changed through extra variables only. They
are back as an expander, "BBSC settings", under the switch: what the guest
shares with the host, five hunters, enemy scaling and its percentages per guest,
shared progress and the rest, 28 options from BBSC 0.0.2's list
(scripts/bbsc_options.json) with their names in the launcher's seven
languages. Only the options changed from BBSC's defaults are kept and passed to
the game (scripts/bbsc.py, through online.environment). Left out: BBSC's two
master switches (the BBSC switch is the one), its own Discord status and its P2P
channel, which 0.7's BBSC does not read.
2026-11-01 23:23:52 +00:00
ayozetr ab3088469a Docs: online and environment pages match 0.7's online module
- ONLINE.md quoted log lines of the earlier online module and said the co-op port
  is random by default. 0.7 uses UDP 3658, the PS4's own, unless another is set (the
  launcher's 0 keeps it), and logs its own lines for the router, the port, a sign-in
  and a server that refuses the build; the page quotes those now. The launcher's
  comment on the setting says the same.
- ENVIRONMENT.md: its list regenerated (BB_STEAM_INPUT_X11, BB_MOTION_LARGE and the
  others added since), and its header says which part is generated.
- The design notes (memory module, translator, parallel GPU commands) say they
  predate 0.7 and name switches that no longer exist.
2026-11-01 17:02:04 +00:00
ayozetr dbc374fcec run.sh: an explicit render size above 1080p gets the direct memory it needs
0.7 gives a scene above 1080p more direct memory on its scaled path only. A render
size set by hand (BB_RENDER_RES) skips that path while patches.py still grows the
graphics heaps for it, and the game stopped at start (exit 139); the Linux fork's
run.sh handled it. It does again, through the same large_scene_memory.
2026-11-01 17:00:38 +00:00
ayozetr 8e9dbc20e1 Game menu: 0.7's new rows in every language, and the test that checks them
The rows 0.7 adds to the game's own menu (the Display page with aspect ratio,
resolution and texture quality, FSR 4 through AMD's DLL, Exit to desktop, Bloom
among the effects) showed in English in Spanish, Italian, French, German,
Portuguese and Chinese. The Linux fork's test of the menu's translations, which
caught them, comes back with them.
2026-11-01 17:00:19 +00:00
ayozetr 027e834a79 Steam overlay in the sharun AppImage: found above the launcher, and passed on
0.7 loads Steam's overlay when its packaged entry (the Nix AppImage) names it in
BB_STEAM_OVERLAY. The Linux fork's AppImage is built with sharun, which has no such
entry and clears LD_PRELOAD in every program of the package, so the overlay never
loaded although the launcher's switch is on by default (#28). When Steam started the
game and nothing named it, run.sh reads Steam's 64-bit gameoverlayrenderer.so from
the nearest process above that still preloads it, as the fork's run.sh did; with
the overlay it asks sharun to pass LD_PRELOAD on (SHARUN_ALLOW_LD_PRELOAD=1) and, on
a Wayland desktop, opens the window through Xwayland, where Steam can draw it.
Tested with a simulated process tree; BB_STEAM_OVERLAY=0 still turns it off.
2026-11-01 16:59:04 +00:00
ayozetr 0219c34163 AppImage: the assets folder again, with the Xbox and Switch button art
scripts/prompt_art.py makes the live button prompts' Xbox and Switch icons from
assets/menu_prompts, but the AppImage no longer carried that folder: the prompts fell
back to letters without a word. It is copied again, as the Linux fork's AppImage did.
2026-11-01 16:58:17 +00:00
ayozetr f0306a62a1 Content: a dump without a region gets Europe (#9)
A dump whose param.sfo has no region (USER_DEFINED_PARAM_1 = 0) gave the game no
address for its server, and Log In failed with "Unable to obtain Bloodborne server
information". The Linux fork gave such a dump Europe; that went out with its Region
row, which 0.7's text and voice languages replace. It is back, without the row, and
tested.
2026-11-01 16:58:17 +00:00
ayozetr 5fd9e2ccb5 Repository: BBSC's text tables count as C++ in GitHub's language bar
The Linux fork marked BBSC's table of game texts as C++, since its <?name?>
placeholders made GitHub take it for PHP. The table moved to gpu/bbnet20/bbsc in
0.7; the attribute follows it, and covers its translations too.
2026-11-01 16:50:34 +00:00
ayozetr 311aeb36ff DLSS: tools/build_dlss.sh back, with Frame Generation, and the AppImage carries both
The Linux fork's releases ship DLSS ready to use: tools/build_dlss.sh fetches the
files of NVIDIA's DLSS SDK 310.9.1 once into ~/.cache/bbport, builds the bridge
and puts it with NVIDIA's library next to bb-probe, and the AppImage takes them.
The script had not come over to 0.7, so a build without it asked the player for
the library. It is back, and it also fetches the DLSS Frame Generation library,
which 0.7 uses on GeForce RTX 40 and newer; the AppImage now copies that one too.
2026-11-01 16:50:28 +00:00
ayozetr 3963108624 Steam Input: the window through Xwayland when Steam made a virtual controller (#12)
Steam sends its virtual controller's input only while it sees the game's window
focused, and on a Wayland desktop it only sees X11 windows: started from Steam
with Steam Input on, the controller did nothing. The Linux fork's run.sh opened
the window through Xwayland then, and that block did not come over to 0.7; it is
back (BB_STEAM_INPUT_X11=0 keeps Wayland). docs/TROUBLESHOOTING.md already
describes it.
2026-11-01 16:49:48 +00:00
ayozetr afef07c90f Version 0.70-linux.1, first in every log with bbport's
The launcher's version (launcher/bbport_update.py) moves to 0.70-linux.1, the
first release on bbport 0.7. run.sh prints it first in every log, with the build
and the bbport version it is built on: "bbport Linux 0.70-linux.1, build ...
(bbport 0.7)"; without the launcher's file, as before.
2026-11-01 15:31:37 +00:00
ayozetr aae3f0566f Credits: bbport 0.7's contributors, and the projects as 0.7 uses them
The projects table follows what this tree takes from each one now: the online
module is shadPS4 0.20's network libraries put together by Awaken, with
droogie's bbhost behind The Hunter's Dream backend, and BBSC lives in
gpu/bbnet20/bbsc with its game server in scripts/bbsc_gameserver; shadp2p and
bbbridge are no longer part of it (MaskZeus keeps the credit for bbbridge in
earlier releases). A new section names everyone bbport 0.7 took work from, with
a link to bbport's own list.
2026-11-01 15:30:55 +00:00
ayozetr dff4079ef6 Docs: BBPORT.md is bbport 0.7's README
BBPORT.md kept the original project's README from bbport 0.3. It is now 0.7's,
still marked as the original project's, with its links to documents this
repository does not carry pointing at deadinside28/bloodborne_pc.
2026-11-01 15:30:22 +00:00
ayozetr e0543751fb Docs: the environment variables from the port's own registry
docs/ENVIRONMENT.md described the 0.51 tree by hand, with file and line
references that no longer exist. Its list is now the one gpu/shim/bb_env_vars.def
gives (scripts/env_vars.py --doc), which tests/test_env_vars.py keeps complete;
how to set them and their precedence stay written by hand, brought up to date.
2026-11-01 15:30:22 +00:00
ayozetrandMikeTat1988 76ebf406f3 Hunter's Atlas: its map generator, running on Linux
The launcher's Map page (launcher/bbport_atlas_maps.py) prepares the
maps with Atlas's generator in tools/hunters-atlas, which this branch did
not have: Prepare had nothing to run. It is the Linux fork's copy of the
scripts of Atlas's source/generator/src at 4ee4a0ed (Atlas 1.3) by
MikeTat1988, with:

- art/: Atlas's source/art, its PNGs recompressed without loss (the same
  pixels, checked against their hashes by the launcher), and the fallback
  font with its licence;
- requirements.lock: exact versions with their hashes, installed by the
  launcher with uv into atlas-tools/ in the data folder;
- localize_names.py: the names of areas, lamps and pickups in the game's
  language;
- the Linux fix for parameter tables looked up by name (soulstruct gives
  Windows paths, which Path.name does not split on Linux).

The AppImage carries it next to the launcher, as in the Linux fork.
tests/test_atlas_maps.py covers the launcher's side (the maps' state,
the tools' reuse, the downloads' checks, the shipped art and lock) and
passes. scripts/env_vars.py skips BB_PATH, Soulstruct's game folder
setting in the generator, not an environment variable.

Co-Authored-By: MikeTat1988 <[email protected]>
2026-11-01 15:27:21 +00:00
ayozetrandMikeTat1988 c27d8fb36b Hunter's Atlas: the map keeps what it covers when the window size changes
The map's zoom is in pixels of the drawn map, so a window made larger or
smaller (a resize, fullscreen, a new resolution) showed more or less of
the area than before. The zoom now remembers the UI scale it was set for
and follows that scale in Draw; Fit's limits scale with it too. From
Hunter's Atlas 3.0, as the Linux fork has it.

Co-Authored-By: MikeTat1988 <[email protected]>
2026-11-01 15:25:56 +00:00
ayozetrandMikeTat1988 2719bce35f Hunter's Atlas: travel dialog selection and Alt+Tab
As in the Linux fork:
- The travel dialog marks its selected button and Left/Right choose
  between Travel and Cancel; the confirm button does what is selected.
  Only the button under the mouse was marked, so with a controller
  neither looked chosen.
- Losing the window's focus (Alt+Tab, local co-op) no longer closes the
  map; only what is held (sticks, zoom) is let go.
- After a travel the quick-menu tile stays hidden until the game's menu
  has closed, instead of showing on the loading screen.

Co-Authored-By: MikeTat1988 <[email protected]>
2026-11-01 15:24:19 +00:00
ayozetrandMikeTat1988 8cfcdc1f76 Hunter's Atlas: the Map tile follows the game's quick menu
Measured frame by frame against recordings of the game's own menu, as in
the Linux fork:
- the tile fades in and slides with the menu as it opens, instead of
  appearing 180 ms late and still;
- it stays until the menu leaves the screen, fades out with it when the
  menu is closed with Back, and is gone before a lamp travel's loading
  screen;
- losing the window's focus (Alt+Tab, local co-op) no longer hides it or
  drops its selection;
- back from the System page the game's menu manager reports 0 instead of
  2 while the menu is shown; 0 with the quick menu's list alive counts as
  shown (src/runtime_map.c already reads it so), so the tile no longer
  stays hidden until the menu is reopened;
- its "Map" label has the game's size, colour and weight, and the cover
  over the game's own label is only as wide as that label, opaque and
  faded at its edges, without hiding the divider line;
- Up from below the Map tile focuses it and Down from it reaches the tile
  below it, as for a native tile: the game knows of no tile above the
  fourth column, so Up landed on System and Down went below System (the
  game is moved to the tile below System and Right is pulsed until it
  gets there). tests/test_bbport_atlas_menu_state.cpp covers both ways.

BB_ATLAS_DEBUG=1 (docs/ENVIRONMENT.md) logs what the tile reads from the
quick menu whenever it changes, which is how the System case was found.

Co-Authored-By: MikeTat1988 <[email protected]>
2026-11-01 15:22:35 +00:00
ayozetrandMikeTat1988 a68b6a75c8 Hunter's Atlas: the map and its tile in the game's language
Atlas had its texts in English, with a Russian label on the tile only.
They now follow the port's other texts in the game, as in the Linux fork:

- the map and the quick-menu tile follow the game's language, like the
  port's pages in the game's System menu (BbGameMenu::Language, now
  exported: the game's own once its menu has looked up a text, else the
  port's menu language);
- the map's section of the port's menu (Insert) follows that menu's
  language;
- gpu/shim/bbport_atlas_i18n.h holds them in Russian, Spanish, Italian,
  French, German, Brazilian Portuguese and Simplified Chinese, with the
  game's own names where it has them (Farol, Fiole de sang, Озарение);
- the map's titles use the game's own map font in Russian too (it has
  Cyrillic); only Chinese takes the port's font, the map font having no
  CJK glyphs.

Identifiers stay in English (the travel popup's id); the text the footer
compares is translated on both sides. The names of areas and lamps come
from the generator. tests/test_atlas_i18n.cpp checks the columns and the
English fallback and runs in build.sh --test.

Co-Authored-By: MikeTat1988 <[email protected]>
2026-11-01 15:20:17 +00:00
ayozetrandMikeTat1988 2bdee3185a Hunter's Atlas: the map screen, its quick-menu tile and input
Second part of Hunter's Atlas by MikeTat1988 (GPL-2.0-or-later,
github.com/MikeTat1988/HuntersAtlas): the fullscreen map, drawn with the
overlay's ImGui, and the "Map" tile next to the game's quick menu, as the
Linux fork has them.

- gpu/shim/bbport_map*.cpp, bbport_atlas_*: the map screen (layers,
  floors, walls, lamps, markers, travel dialog), its art, features, tile
  and controller shortcut. Their BB_* variables are read through bb_env()
  and listed in bb_env_vars.def (BB_MAP_SOUND_GAIN and the map's test
  hooks are new there). The map packs are read with nlohmann/json, the
  system package the online module already builds with.
- The overlay draws and ticks them, routes events and the pad to them,
  loads the map's title font and has the map's section in its menu.
  MenuOpen() is also true while the map or the tile uses the pointer, so
  the window lets the mouse go and shows the system cursor over them, as
  for the menu; CapturesInput() also covers the open map. The L3+R3 hold
  that opens the menu is unchanged.
- runtime_pad/sample.c: with the map on, the pad is read even while the
  map holds it, Atlas takes what it uses (bbgpu_atlas_route_pad), the game
  gets neutral input meanwhile, and buttons still held afterwards stay
  hidden until released (sample_atlas). Scripted input, the injected
  mouse and the game modules' pad filter stay on that path.
- runtime_audio.c and runtime_menu_sound.c: the tile's cursor sound,
  decoded on first use from the player's own sound/sprj_main.fsb with
  LibAtrac9 and mixed into the main port at the level of the game's own
  quick-menu cursor (CURSOL_SELECT, BB_MAP_SOUND_GAIN), silent in the
  background like the game.

Everything is behind BB_ATLAS_ENABLED=1: off, the overlay calls none of
it and the pad keeps its current path. build.sh --test runs the pad with
the map on (test_pad_atlas.c), the tile's state machine, map styles,
floor interiors, the controller shortcut and the features on a synthetic
features.json; test_menu_sound.c needs the player's own sound bank and
stays a manual test.

Co-Authored-By: MikeTat1988 <[email protected]>
2026-11-01 15:17:04 +00:00
ayozetrandMikeTat1988 6621a1f0a7 Hunter's Atlas: the game-state readers and lamp travel
First part of Hunter's Atlas by MikeTat1988, a fullscreen in-game map
(GPL-2.0-or-later, github.com/MikeTat1988/HuntersAtlas), as the Linux fork
has it: the runtime pieces that read the game's state.

- src/runtime_map.c: the player's position, facing and area, the quick
  menu's state and which button confirms. Reads only; every guarded site
  is checked byte for byte first.
- src/runtime_atlas_state.c: event flags (read only) and the opt-in lamp
  travel (BB_MAP_TRAVEL_ENABLED=1), which hooks the game's frame pacer
  entry (0x2034770, not a site 0.7's frame rate hooks touch) and calls the
  game's own return-point and warp functions on the game thread.
- bb-probe binds them right after bbgpu_patch_image, and only with
  BB_ATLAS_ENABLED=1: with the map off, nothing of the game is touched.

Both test programs run in build.sh --test and pass. The map screen comes
next.

Co-Authored-By: MikeTat1988 <[email protected]>
2026-11-01 15:04:28 +00:00
ayozetr e2ac43b725 Local co-op: each player's window in its part of the screen, without the keyboard
The launcher's Local co-op page starts one game per player through X11
with BB_WINDOW_RECT, BB_KEYBOARD=0 for the controller players and
BB_PAD_BACKGROUND=1; 0.7 already took the chosen controller strictly
(BB_GAMEPAD_STRICT), kept it in the background and chose the monitor
(BB_DISPLAY). Now:

- BB_WINDOW_RECT=x,y,w,h (fractions of the display, read with a point
  whatever the locale) places a borderless window in that part of the
  screen, never fullscreen.
- BB_KEYBOARD=0: the game ignores the keyboard and the mouse, which reach
  whichever window has the focus; its player has a gamepad. The window
  drops their events as it does for Steam's gamepad-only mode.
- BB_PAD_BACKGROUND=1: an unfocused player's window keeps its sound
  (players 2-4 are silenced by BB_AUDIO=none instead).

From the Linux fork.
2026-11-01 15:02:38 +00:00
ayozetrandAwaken 614602cf36 Faults: a read or write fault stays within its page
A write or read fault on the last bytes of a mapping invalidated or read 8
bytes past its end: IsMapped failed and the fault went unhandled (the game
ended). Both now stay within the faulting page. From Awaken's
BloodBorneButPc engine (0.9.24), as the Linux fork has it; that change's
other half (a page whose tracking keeps faulting gets the guest's access
back) is not ported yet.

Co-Authored-By: Awaken <[email protected]>
2026-11-01 14:59:43 +00:00
ayozetrandAwaken f0068ecb34 VideoOut: a full flip queue no longer refuses an end-of-pipe flip
A full flip queue refused an end-of-pipe flip, which nobody can take back:
its caller asserted (exit 23). It is queued anyway and reported a few
times; a flip the game submits itself is still refused, as on the console.
The out-of-order flip IRQ half of this change was already in 0.7 (it waits
for the label and flips anyway). From Awaken's BloodBorneButPc engine
(0.9.24), as the Linux fork has it.

Co-Authored-By: Awaken <[email protected]>
2026-11-01 14:58:07 +00:00
ayozetrandAwaken 1f98a632b5 GPU: a garbage descriptor is reported and read as a known one, not exit 23
Several lookups ended the game (an assertion, exit 23) on a value outside
their tables, as a stale or garbage sharp brings: unknown tile, macro tile
and array modes and pipe configs, sample counts and bits per element out
of range, a mode that is not macro tiled (tiling.cpp), a data format with
no size (formats.cpp), a data/number format combination the surface table
lacks and an invalid sample count (gcn_to_vk.cpp). Each is now reported a
few times and replaced by a known value; at worst that surface renders
wrong. From Awaken's BloodBorneButPc engine (0.9.24), as the Linux fork
has it.

Co-Authored-By: Awaken <[email protected]>
2026-11-01 14:56:49 +00:00
ayozetr 4e0aa911d2 Runtime: large copy lists are recorded in slices
Loading an area on NVIDIA, a download of the buffer cache carried 178563
buffer copies (4.3 MB) into one deferred command. A command's data shares a
128 KiB recording chunk with it, so ReserveRecordData's check stopped the
game (exit 23). Buffer copies, guest chunk copies, buffer-to-image uploads
and image-to-buffer downloads are now recorded as one command per 64 KiB
of regions; UpdateBuffer already split its data. From the Linux fork.
2026-11-01 14:54:33 +00:00
ayozetrandSupermedo 312d119b5a VRAM full: allocate past the budget instead of stopping
On 6 GB cards the game went over the driver's VRAM budget and the next
image or buffer allocation stopped it ("image allocation" / "buffer
allocation", exit 23). An allocation the budget refuses is now made past
it, where the driver may keep it in system memory: slower, but the game
goes on, and the texture collector turns aggressive for a while. Logged
once per kind. Buffers that must be in VRAM or nothing (the mirrors) still
do without, as before.

From Supermedo/bloodborne_pc 44e7644, as the Linux fork has it; its other
half (dropping old GPU-written tiled images unwritten) is left out: the
Linux fork later had to write them back instead (#13, #14).

Co-Authored-By: Supermedo <[email protected]>
2026-11-01 14:53:03 +00:00
ayozetr 0d34da1577 Pipelines: skip the draws of a pipeline the driver cannot create
"Failed to create graphics pipeline: ErrorUnknown" (some AMD and older
drivers) stopped the game with code 23. The pipeline now stays empty and
is logged; its draws and dispatches are skipped, on the GPU thread and when
a background compile finishes, and it is not saved to the cache, so the
next start tries it again. A cached one the driver rejects still rebuilds
the cache, as before. After Supermedo/bloodborne_pc 188c1f6, as the Linux
fork has it.
2026-11-01 14:50:37 +00:00
ayozetrand0xCydral 28eac08195 Pipeline: skip a draw whose shader program address is not readable
A malformed command buffer can leave a shader program address that is not
mapped (0x4c0012d0000 during an area load), and reading the program there
ended the game. LooksLikeProgram, which every stage of every draw and
dispatch goes through, first checks that the program is readable and skips
the draw or dispatch otherwise; the last readable mapping is cached per
thread against the mapping table's generation. From 0xCydral's change in
the Linux fork (b99535b, after yumlevi/bloodborne_pc ce385b6 and
GoncaloLobo0/bloodborne_pc_win ef70ed2).

Co-Authored-By: 0xCydral <[email protected]>
2026-11-01 14:47:55 +00:00
ayozetrand0xCydral f0aa0fa2ae Draw preparation: a failed check or an exception ends the attempt, not the game
Draw-preparation workers specialize shaders ahead of the GPU thread from
descriptors the game may still be rewriting. A fault there already returned
to a recovery point and left the draw to the GPU thread, but a failed check
on such a torn descriptor stopped the port with exit 23, and a C++ exception
from the same data (a container over its capacity, an empty optional)
escaped the worker and ended the process through std::terminate.

A failed check while this thread's recovery point is armed now jumps there
like a fault (common/assert.cpp calls the pipeline cache's hook; anywhere
else the check still stops), and an exception is caught and treated the
same. From 0xCydral's changes in the Linux fork (917d2c0, df619c7).

Co-Authored-By: 0xCydral <[email protected]>
2026-11-01 14:45:22 +00:00
ayozetrandAwaken 983c89fa9a Shaders: the phi pass queues duplicate groups in a fixed order
The phi simplification pass queued its duplicate SCC groups in the hash
table's order, which is not the same from one run to the next, so the same
shader could compile to different SPIR-V each time. They are queued in the
SCCs' own order now (upstream shadPS4 #5364). From Awaken's Lantern Engine
(0.9.37 beta 5), as the Linux fork has it.

Co-Authored-By: Awaken <[email protected]>
2026-11-01 14:42:17 +00:00
ayozetr da3ff0ecb0 Shaders: per-mip image bindings counted the same everywhere a stage's bindings start
An image with a binding per mip level (DynamicIndex, on GPUs without
VK_AMD_shader_image_load_store_lod, such as NVIDIA's) takes one binding
number per level in the pipeline layout and in the SPIR-V, but
Info::AddBindings and the rasterizer counted one: a stage after it found
its resources at numbers the layout does not have. Both now count as the
layout does (Info::ImageBindingCount; the T# is read only for such
images). A stage whose start moves gets a new permutation, since
StageSpecialization compares the start, so saved pipelines stay valid.
From the Linux fork.
2026-11-01 14:41:16 +00:00
ayozetrandAwaken d698ad290f Shaders: a vertex shader is reused only for the same bindings
Two stage specializations with no guest sharps compared equal, but the
engine's own buffers (user data, clip planes and the like) carry no sharp
and are still bound from `start` on. A vertex shader with only those was
reused after a fragment shader with another binding count, so its bindings
did not match the pipeline layout: NVIDIA reads other descriptors, AMD's
driver can end the process. The shortcut now needs a stage with no
resources at all, and the resource counts must match.

The pipeline key version moves to 6: pipelines saved with such pairs are
rebuilt once (and shader recipe packs of version 5 no longer load; none
ships with the Linux build). Found by Awaken (Lantern Engine 0.9.37 beta 7).

Co-Authored-By: Awaken <[email protected]>
2026-11-01 14:39:25 +00:00
ayozetrand0xCydral e5fde7ed25 Log: a performance line every 30 seconds in normal play
Players' logs carried no frame rate, so a report of low FPS or stutter
came with nothing to measure. Without BB_FRAME_STATS the game now prints
one line per 30 seconds: game frames per second, the 1% low, the worst
frame and the shader/pipeline compiles of the window, for example
"Perf: 68.0 FPS over 30 s, 1% low 62.8 FPS, worst frame 22.1 ms, 0
shader/pipeline compiles". From 0xCydral's change in the Linux fork.

Co-Authored-By: 0xCydral <[email protected]>
2026-11-01 14:37:09 +00:00
ayozetr 7c4a740338 Presenter: say so when a frame or a swapchain image does not come for 10 s
The presenter's frame fence and the swapchain acquire were waited for
without a limit, so a GPU that never finished a frame, or a compositor
that kept every image, froze the game with nothing from them in the log
(the Linux fork's #5: frozen loading screens, GPU at 0 %, NVIDIA Xid 109).
They are now waited for in 10 s slices: past the first one the log says
which wait it is, once, with the GPU breadcrumbs for a frame, and again
when it does finish. The GPU watchdog already did this for submitted
work.
2026-11-01 14:35:48 +00:00
ayozetrand0xCydral 91f63ff553 Motion vectors: object motion for 16-64 KiB bone palettes (the large beasts)
Palettes of whole bones between 16 and 64 KiB (24576, 49152 bytes: the
large beasts in Central Yharnam) were left to camera vectors and smeared
under FSR. They are now LargeSkeleton: gated like small skeletons (history
only while the palette changes), since instance data of static props may
look the same. BB_MOTION_LARGE=0 restores the old rule. The motion history
test checks the classification and passes. From 0xCydral's change in the
Linux fork, after bmy/bbport-mac 80898cf.

Co-Authored-By: 0xCydral <[email protected]>
2026-11-01 14:34:24 +00:00
ayozetrand0xCydral 7331bb9410 Texture cache: the same hash range when an image is marked maybe dirty and when it is refreshed
MarkAsMaybeDirty hashed the whole image but RefreshImage only its first
8x8 texels, so the two never matched: every image a CPU write near it had
marked was uploaded again from the game's memory, over what the GPU had
written there (a black character preview, a missing loading-screen item
picture), and the collector's check before dropping such an image (the
earlier #30 change) could never clear it either. All three now use
MaybeDirtyHash, the whole image. From 0xCydral's change in the Linux fork,
after yumlevi/bloodborne_pc 43fcf95.

Co-Authored-By: 0xCydral <[email protected]>
2026-11-01 14:32:46 +00:00
ayozetrandartemkaVG 2399b7a708 Texture cache: a color image at the stencil address is not taken as the stencil
FindDepthTarget linked whatever image sat at the stencil address as the
depth target's stencil. When a color target reuses that memory, reads and
storage writes to it went to the depth buffer through an invalid view.
Only images with a stencil-compatible format (or none yet) are linked now.
From shadps4-emu/shadPS4#5118 by artemkaVG, whose NVIDIA GPU hang (Xid 109)
went away with it, as the Linux fork has it.

Co-Authored-By: artemkaVG <[email protected]>
2026-11-01 14:31:18 +00:00
ayozetrandemurphy04 cefd12304c AvPlayer: a video queue cleared while a frame is taken no longer crashes
GetVideoData peeks at the next frame's time and then pops it; a Clear()
from another thread in between (the player stopping, the game closing)
left nothing to pop, and the empty result was used. It now gives up when
nothing came back, as GetAudioData already does. From emurphy04's change
in the Linux fork.

Co-Authored-By: emurphy04 <[email protected]>
2026-11-01 14:31:18 +00:00
ayozetrand0xCydral e1239378d6 FSR 4: depth barriers name the depth image's own aspects
The vendored FSR 4 backend issued its layout barriers on every external
image with VK_IMAGE_ASPECT_COLOR_BIT, invalid for the depth image
(VUID-VkImageMemoryBarrier-image-03319 and subresourceRange-09601). The new
fsr-vulkan patch 0004 adds an optional aspectMask to
FfxFsr4VkExternalImageState (0 = color), and Register passes the depth's
aspects: depth and stencil, or depth alone for a format without stencil.
From 0xCydral's change in the Linux fork (its patch 0002).

Co-Authored-By: 0xCydral <[email protected]>
2026-11-01 14:29:47 +00:00
ayozetrand0xCydral 7f8cbf12a4 Vulkan: vulkan.hpp is included with NDEBUG everywhere, so the dispatcher's layout matches
vulkan.hpp adds fields to DispatchLoaderBase when NDEBUG is undefined, so
the layout of vk::detail::DispatchLoaderDynamic depends on it. libbbgpu is
built with NDEBUG while the renderer tests build without it (their asserts
must run); the inline init() copies the linker keeps could then read the
dispatcher at offsets another translation unit did not write. It is now
included with NDEBUG defined and assert() restored after. From 0xCydral's
change in the Linux fork; the camera motion test still passes.

Co-Authored-By: 0xCydral <[email protected]>
2026-11-01 14:28:19 +00:00
ayozetr 7f69b82128 FSR 4: the balanced model for Performance and Ultra Performance
The v07 performance and ultra performance models leave trails behind moving
characters in Bloodborne; the balanced one handles 2x and 3x cleanly. Those
presets now use it, as IFreemz's shadPS4-Bloodborne-DLSS-FSR (9b2766e) and
the Linux fork do; the render size still follows the preset.
2026-11-01 14:28:19 +00:00
ayozetrand0xCydral edfb811965 Indirect guard: an invalid limit keeps the default
An unparsable BB_INDIRECT_GUARD_MAX or BB_INDIRECT_GUARD_MAX_VERTICES gave
strtoul 0, so the shader skipped every indirect dispatch or draw without a
word. A value that is not a number from 1 to 4294967295 now keeps the
default and prints one warning line. From 0xCydral's change in the Linux
fork, applied to both limits.

Co-Authored-By: 0xCydral <[email protected]>
2026-11-01 14:26:13 +00:00
ayozetr 4a6177cf06 Monitor list: the monitor's pixels, not the scaled desktop size
On a scaled Wayland desktop SDL gives the desktop mode in points, so a
2560x1440 monitor at 115 % was listed as 2226x1252 (the launcher's display
choice). The size is now the points times the display's pixel density.
Unscaled monitors list as before.
2026-11-01 14:25:23 +00:00
ayozetrandMrsuss60 a238c6937b Texture cache: FindImage's memo no longer reads a deleted image's slot
FindImage remembers its last result per description, and when the
registrations have changed since, it checks whether the remembered image
still matches: by reading its slot, which by then may belong to an image
deleted meanwhile. The slot is read only while it is allocated. From
Mrsuss60's Windows port, as the Linux fork has it.

Co-Authored-By: Mrsuss60 <[email protected]>
2026-11-01 14:24:54 +00:00
ayozetrandAwaken 1441367174 Indexed indirect draws sync their whole index buffer
An indirect draw's index count is in GPU memory, and NUM_INDICES may be
another draw's smaller count, so indices past it could be read stale: a
possible cause of stretched models (the Linux fork's #25). The buffer's own
size (VGT_DMA_MAX_SIZE) is synced when it is larger, up to 4M indices and
only over mapped memory. From Awaken's Lantern Engine (940396b).

Co-Authored-By: Awaken <[email protected]>
2026-11-01 14:24:09 +00:00
ayozetrandAwaken 8c6aeeb1c5 Draws read their vertex inputs again when the prepared ones are stale (#25)
A draw-preparation worker reads a draw's vertex buffer descriptors (V#s)
ahead of the recording thread. When the game rewrites the table in between,
the worker's copy has stale addresses or strides and vertex fetch reads the
wrong data: a stretched shape across the screen, reported on an RTX 4060 in
the Hunter's Dream (the Linux fork's #25). The comparison with the V#s the
draw's packet carries was there, but only for statistics (BB_CE_STATS). A
draw whose prepared V#s differ now reads its inputs from the packet's, as
without a worker, and the log says how many did ("Vertex inputs: ...",
every 5 s at most). Found by Awaken (Lantern Engine 0.9.34).

Co-Authored-By: Awaken <[email protected]>
2026-11-01 14:22:34 +00:00
ayozetrand0xCydral ae6c8728f0 Camera motion: keep the camera vector where an object vector strays far from it
Object motion history that was not the object's gave still geometry huge
vectors: at one moment of the Hunter's Dream, bushes behind the workshop
moved 100-650 px a frame while the camera vectors around them were right,
and FSR and frame generation smeared them. The motion merge now keeps the
camera vector when the object vector differs from it by more than 5% of the
render width (at least 32 px). The camera motion test gains a far object
vector that is rejected and a 30 px one that is kept; both pass. From
0xCydral's change in the Linux fork.

Co-Authored-By: 0xCydral <[email protected]>
2026-11-01 14:21:08 +00:00
ayozetrandAwaken 5c8bf041d7 Camera motion: no NaN, Inf or wild vectors into the upscaler
A camera whose matrices are not finite is not used, and the shader zeroes
NaN/Inf motion and clamps it to four times the render size, so one bad
frame cannot poison the upscaler's history. From Awaken's Lantern Engine
0.9.38, as the Linux fork has it.

Co-Authored-By: Awaken <[email protected]>
2026-11-01 14:21:08 +00:00
ayozetr c93a1f915c Tests: the camera motion test builds and passes again
camera-motion-test (built on its own: cmake --build out/gpu --target
camera-motion-test; it needs a Vulkan GPU) no longer linked, the renderer
library having gained guest memory, heap growth, files and saves services
the test stubs lacked, and its object motion cases failed: the object
motion texture is now two 32-bit words a pixel (x and y as halves, then the
depth with the "written" flag in its top bit, as EmitFragmentMotion packs
it), and the test still wrote four floats. With the stubs added and the
test packing it the same way, its six cases pass again.
2026-11-01 14:21:07 +00:00
ayozetrandnick24051998 b2a3990de2 SRT walker: a null table pointer zeroes its subtree without a fault
A resource table the game leaves null in one draw faulted in the generated
walker, and the fault handler supplied zero for that load. Each such draw
cost a signal (Supermedo's port counted 2068 such loads across 37 shaders
in Ebrietas' area). The walker now checks each table pointer it loads and,
when it is null, zeroes the subtree's slots in the flat buffer itself. A
pointer that is not null but bad still faults and reads zero for that draw.
From nick24051998's change in Supermedo's port (257d6bbf), as the Linux
fork has it.

Co-Authored-By: nick24051998 <[email protected]>
2026-11-01 14:16:44 +00:00
ayozetr 4e715f48d5 Texture collector: no write-back over memory the game reused (#25, #32, #35)
When the collector frees a GPU-written image it writes it back into the
game's memory first. Write tracking does not see every change there: the
game's heap reusing the memory of an area left behind. The image still
looked clean, its write-back overwrote the heap's bookkeeping, and the game
crashed later in its allocator (0x208599f, 0x20859c7, 0x208596a) or stopped
with "memory block seems to be improper or freed already"; on the Steam
Deck at every second lamp travel (the Linux fork's #35). Keeping GPU-written
images longer (the previous change) makes their write-back older, and more
exposed to this.

The game's memory under an image is now hashed when the GPU first writes it
since its last upload (Image::NoteGpuBase, on every path that marks an image
GPU-written: draws, storage writes, copies, blits, resolves, clears and the
scene resolution's copies), and the write-back goes ahead only if it is
unchanged; otherwise the image is dropped. The pressure report counts them.
2026-11-01 14:15:02 +00:00
ayozetr 5b8ac8efa5 Texture collector: GPU-written images are kept until they are really unused (#30)
Two ways the collector lost what the GPU had drawn, which came back black
once the game used the image again (effects in the Hunter's Dream, the
player's armour, on 8 GB cards that are under pressure all session; the
Linux fork's #30):

- Linear GPU-written images were downloaded and freed under mere memory
  pressure. They now go only past the critical mark and unused for a
  minute. BB_GC_KEEP_GPU_WRITTEN=0 restores the old rule.
- An image "maybe touched by the CPU" (a page under it was written) counted
  as dirty, so what the GPU had written was dropped undownloaded. The
  suspicion is now settled by the same hash RefreshImage uses
  (TextureCache::MaybeDirtyHash) before the image is judged.
2026-11-01 14:12:12 +00:00
ayozetr d96d384538 Texture cache: a GPU-written linear image is downloaded with all its mip levels (#30)
DownloadImageMemory copied mip level 0 only. When the collector freed a
GPU-written linear image, its smaller levels never reached the game's
memory, and the image loaded again later had the game's old bytes there:
black wherever those levels were drawn, effects, particles and models seen
from afar (the Linux fork's #30). Every level of a linear image with all
its levels is now copied to its offset in the game's layout; tiled images
and ones without their largest levels keep level 0.
2026-11-01 14:12:12 +00:00
ayozetr 683b593f45 Online: no SIGPIPE when the shadNet server or BBSC's relay goes away mid-send
On Linux, send() on a TCP connection the other side has closed raises
SIGPIPE, whose default ends the process, and nothing in the game ignores
it: a shadNet server or BBSC relay that went away while the game was
sending closed the game instead of letting the worker reconnect. Both now
send with MSG_NOSIGNAL, as the Linux fork's BBSC did; the failure is then
an error the code already handles. vendor-changes.diff records the shadNet
client's part.
2026-11-01 14:08:43 +00:00
ayozetr a0ec0efaf3 Discord Rich Presence: the co-op partners, on shadNet and The Hunter's Dream
The presence helper (scripts/discord_presence.py) shows "Co-op with
<partners>" from BB_PRESENCE_DIR/coop, which the earlier online module
wrote and this one did not, so the status stayed at "Online". Both pools
now write the online IDs of the players they are connected with, only when
they change: on shadNet the worker, which already wakes every 500 ms, reads
the active signaling connections (vendor-changes.diff records it); on The
Hunter's Dream its signaling writes it when a connection is announced, ends
or is reset.
2026-11-01 14:07:26 +00:00
ayozetr 90ba06f7fc Own server: the shadNet and BBSC game server Docker images
docs/SERVER.md walks a group through hosting its own co-op server with
two Docker images that were not in this tree: tools/shadnet-server
(Wozzardman's shadnet-p2p on Debian 13, for Qt 6.8) and tools/bbsc-server
(BBSC's game server, now from scripts/bbsc_gameserver). The guide's paths
follow the game server's new place.
2026-11-01 14:03:32 +00:00
ayozetr 456532bfa7 BBSC game server: BBSC 0.0.2's, as the Linux fork has it
The game server next to the game (run.sh, online.py bbsc-local) was the
one from before BBSC 0.0.2, while the game's BBSC is 0.0.2 with its relay
client. It is now 0.0.2's: relay frames batched per client and routed per
session, and message and bloodstain replies kept under 64 KB, newest
first (larger ones made the game stop with "Dantelion2 Panic ...
Transaction failed"), among the rest. Its README is the Linux fork's. The
options run.sh passes are the same; tested with them: the server list and
a message area request are answered.
2026-11-01 14:03:32 +00:00
ayozetr 59da2f9a6f BBSC kit: the newest save folder, and the one the game will write on a first start
BBSC's save folder was the first SPRJ0005 the user folder listed, which
with saves of two regions could be the old one, and on a first start there
was none, so the co-op kit was never given. It is now the most recently
written one, and on a first start the folder the game will write
(savedata/1/<title id>/SPRJ0005): the runtime exports the saves' title id
as BB_SAVEDATA_TITLE.
2026-11-01 13:59:57 +00:00
ayozetr 47085f688c BBSC kit: its items keep their names with Seamless co-op off
BBSC gives every character five items of its own in goods slots the game
leaves unused and names them in memory while it runs; with Seamless co-op
off, or on The Hunter's Dream (no BBSC), they showed as "?GoodsName?". A
layer under the mods (scripts/bbsc_kit_texts.py) writes their name, BBSC's
caption and a one-line help saying they need BBSC into the game's item
texts in every language, only into empty slots, so no text of the game
changes. The names and captions come from BBSC's translations
(bbsc_kit_texts.json, --update remakes it). The FMG reader and writer join
fromsoft_files.py, with the archive helpers fov.py already uses.
2026-11-01 13:58:12 +00:00
ayozetr 10732fb349 BBSC: its texts in the language the game shows
BBSC writes its messages, item names and notices in English whatever the
game's language. They now follow the language the game shows its text in
(bbport.ini game_text_language, else BB_LANGUAGE) in Spanish, French,
German, Italian, Portuguese and Russian: bbsc/translations/*.json map BBSC's
English text to each language (texts naming one boss through their {boss}
form, numbers through {n} and {count}), gen_translations.py makes them into
core/bbsc_translations.inc, and core/bbsc_i18n.cpp looks them up by the
English text, so BBSC's own sources keep their strings. Every text BBSC
shows in this version has its translation.
2026-11-01 13:56:26 +00:00
ayozetr e4d879ef3c BBSC: enemy scaling and solid NPCs keep looking for the game's tables after 3 minutes
Both searches gave up 3 minutes after the start and never came back, so a
slow first start (shaders compiling on the title screen) left the session
without enemy scaling, or with the host world's NPCs see-through to a
guest. They now keep looking, every 5 s for those 3 minutes and every 15 s
after, as the co-op kit's own search already does.
2026-11-01 13:53:40 +00:00
ayozetr c8bfa7f54c BBSC: the F8 unstuck key on Linux
BBSC's F8 (put the player back on the ground when stuck inside another
player) only existed in its Windows mod: it reads the key with
GetAsyncKeyState and checks that the game's window is in front. On Linux
the key comes from SDL, which the game's window already uses, looked up at
run time, and the window is in front while SDL has one with keyboard focus.
docs/ONLINE.md already lists it.
2026-11-01 13:53:40 +00:00
ayozetr 61824c2b2a BBSC: its logs and captures kept to the newest five, and the kit's bells in its trace
Every game start wrote a new BBSC timeline and a new trace capture, kept
for good, and the capture grew about 30 MB an hour of play. Now the newest
five of each stay (older starts' files go when a new one opens), and a
capture stops at 64 MB.

The trace of the responder bell check kept only the vanilla Small Resonant
and Sinister Resonant Bells (205, 225), which the co-op kit retires; the
Kin and Bloodlust Bells that replace them (4121, 11201) are recorded too, so
a greyed-out Kin Bell leaves something to look at.
2026-11-01 13:53:40 +00:00
ayozetr a9dcce1eac shadNet: keep trying in the background when the server does not answer at start
A server that did not answer when the game started (still starting, a VPN
not up yet, a short outage) left the game offline for the whole run: the
start-up probe disabled shadNet for the session, and a sign-in that failed
was not retried. Both now schedule the background retries a dropped
connection gets (from 2 s, backing off to 30 s). A server that answers and
refuses (wrong name or password, an incompatible protocol) is not retried,
at start or after a drop.

NpHandler::Shutdown() is never called, so an exit() with the network worker
running aborted in std::thread's destructor and hid the exit code; the
destructor now stops the worker and lets it go.

vendor-changes.diff and SHADNET-PORT.md record both.
2026-11-01 13:49:54 +00:00
ayozetr 96bd219320 Port menu from the controller: how long L3+R3 is held, or off (#38)
menu_pad_hold_ms in bbport.ini (800 by default, as upstream's #304) sets how long L3+R3 is held
to open the in-game menu; 0 leaves both sticks to the game and only Insert opens it, for PvP,
where both get pressed by accident. Closing with L3+R3 is unchanged. The launcher's Controls page
has the choice (0.8 s, 2 s, off) in its seven languages.
2026-11-01 13:05:57 +00:00
ayozetr c0cde157e3 Launcher: the Linux fork's launcher on 0.7, with 0.7's new settings
The fork's own launcher (its sidebar, pages and seven languages) replaces
0.7's, wired to 0.7's engine:

- 0.7's settings as rows of its own: the GPU, the aspect ratio and the
  monitor's own output resolution, anti-aliasing, texture quality, GT-VBAO,
  bloom, frame generation with DLSS's frame generation library, FSR 4.1.2's
  models from AMD's driver, low latency (Reflex, Anti-Lag 2), the game's text
  and voice languages, the stick camera's speed and the mouse's horizontal
  invert.
- The button prompts are bbport.ini's button_prompts, drawn live by the game
  (Switch among them); the keyboard's layout is 0.7's, or the fork's classic
  one. Settings from earlier launchers move once: keyboard_layout=bbport
  becomes classic and 0.6 becomes 0.7's, and the prompts go to bbport.ini.
- The Online tab on 0.7's online module: The Hunter's Dream's Discord sign-in
  as 0.7 does it, BBSC as one switch, the P2P port's default 3658.
- The Steam overlay on by default (BB_STEAM_OVERLAY=0 when it is off).
- Gone with 0.7: the memory model and 0.3's synchronisation, the background
  pre-upload, the game region (the text language replaces it), live
  resolution changes and the HUD position (0.7 widens the view and keeps the
  HUD at the edges by itself), the direct mouse camera switch, the Quit to
  Desktop switch (0.7's Exit to desktop is always there), the gestures menu
  without motion icons for now, bbbridge and BBSC's options.
- Hunter's Atlas and local co-op keep their pages; their variables are
  registered.

Tests for the launcher's modules, its settings' migration and frame
generation's rows; the user docs follow.
2026-11-01 11:31:48 +00:00
ayozetr fcca90e6fa Online: the Linux fork's server choice, accounts and checks on 0.7's module
scripts/online.py keeps 0.7's pools (Seamless Hunt with BBSC, The Hunter's
Dream through the online module's own client) and gains what the fork's
launcher builds on: the kind of server (Seamless Hunt, an own one or The
Hunter's Dream) and one account for each, the game's variables for them
(environment; BB_P2P_PORT, BB_BBSC, BB_NET_BACKEND=thd with the Discord
sign-in's token), the connection test with shadNet's UDP ping and the
sign-in, account registration, the firewall's advice, an own server's game
server answering in plain http, and Seamless Hunt's bloodstains and death
visions left out unless BB_SEAMLESSHUNT_TOMBS=1 (they crash the game). The
bbbridge parts are gone: the online module talks to The Hunter's Dream itself.
2026-11-01 11:31:32 +00:00
ayozetr 0fd636c7f0 Button prompts: button_prompts=switch
The Switch's art and labels for any gamepad, as button_prompts=xbox gives the
Xbox's: the Linux fork's launcher offers it with the other choices.
2026-11-01 11:31:24 +00:00
ayozetr 4bac966821 Discord Rich Presence: the area the player is in
scripts/discord_presence.py shows "Playing Bloodborne" on the player's
Discord profile, with the area: the runtime writes the first map of each load
into BB_PRESENCE_DIR (src/runtime_file.c), and run.sh starts the helper next
to the game for each start; it ends with the game. BB_DISCORD=0 (the
launcher's Discord switch) turns it off. From the Linux fork.
2026-11-01 11:31:19 +00:00
ayozetr 32383ee5d6 Install from PKG: pkgextract in the build and the AppImage
scripts/pkg_install.py extracts the player's own PS4 packages (the game, the
1.09 update and the add-ons) into a game folder with pkgextract
(paulomanrique/ps4-pkg-extractor, Unlicense), which build.sh builds with cargo
at a reviewed revision and the AppImage carries (BB_PKGEXTRACT). Without
cargo the launcher asks for a game folder only. From the Linux fork.
2026-11-01 11:31:12 +00:00
ayozetr 8cf70f6492 Mods: the layouts mod sites use, and why a folder is not a mod
A mod found up to three wrapper folders deep (an archive extracted into a
folder of its name, notes without a suffix, previews and links beside it),
under any title ID, and the game's folders next to screenshots or optional
folders, which stay out of the game. unrecognized() names each folder of the
mods folder that is not a mod and why (empty, still an archive, several mods
in one, no game files), for the launcher's list. From the Linux fork; the
extra layouts are from Supermedo's port (dd2314e).
2026-11-01 11:31:03 +00:00
ayozetr 1bd6314b69 Button prompts: the Xbox and Switch art on 0.7's live prompts
0.7 draws the game's key guide icons for the device in use, live: an
Xbox or a Switch pad got letters on a plain badge. They now get the
Linux fork's art, Dommo's "DS3 Style" prompts (Nexus, Bloodborne mod
30; assets/menu_prompts, with its README's credit and terms):

- scripts/prompt_art.py (run.sh, at start) writes each KG_*.dds (BC7,
  32x32) as raw RGBA into out/prompt_art/<xbox|switch>, kept while newer
  than its source; BB_PROMPT_ART names the folder.
- BbPrompts::Update uses that art on a gamepad that is not a
  PlayStation's, scaled to the port's icon size: a single button's
  icon is the art of the SDL button its input is bound to, so A and B
  swapped on Nintendo-style pads come out right; the sticks, the d-pad
  clusters, the triggers and the right touchpad half use their own.
  runtime_pad_prompt_nintendo() tells the Switch's from the rest.
- Without the files (Pillow missing), or for a button with no art, the
  letters as before; PlayStation pads and the keyboard are unchanged.

The gestures menu without the motion-control icons (the fork's other
part of mod 30) is not brought yet.
2026-11-01 02:39:32 +00:00
ayozetr 39a2174f47 Trophies: the Linux fork's notices, list and chime in place of 0.7's
The fork keeps its own trophy system, which does more than 0.7's:

- scripts/trophies.py (run.sh, at every start) prepares the dump's list
  and icons in <user>/trophies/<NP communication id>: names in the
  game's language with the player's trophy key (BB_TROPHY_KEY), or
  PSN's English names for Bloodborne without one (0.7 shows only the
  trophy's number then), and which trophies count toward the platinum.
- The runtime records each trophy the first time (earned.tsv, with its
  time) and awards the platinum once every trophy that counts toward it
  is in: the base game's, not The Old Hunters'.
- The notice is a card in the top-left corner in the PS4's style with
  the trophy's icon (a cup in its grade's colour without one), and a
  short chime of its own (bbport.ini trophy_sound, a menu checkbox; from
  GerasimosKan's trophies, deadinside28/bloodborne_pc#127).
- BB_TROPHY_PREVIEW=<id> shows a trophy's notice at the first trophy
  call without recording it.

0.7's history file (user/trophies.jsonl) is still written for every
unlock. Its own notice and decryption (bbport_trophies.cpp) are no
longer called. tests/test_trophies.py checks the list, the runtime
tests the platinum without the add-on's trophies. Checked: run.sh
prepares the list and the icons for the game's dump.
2026-11-01 02:36:27 +00:00
ayozetrandEthan Murphy a5e89fd8ac Field of view setting
bbport.ini fov (degrees, 30 to 90; unset or 43 the game's): the game's
camera table (LockCamParam in gameparam.parambnd.dcx) with every
camera's field of view scaled by fov / 43, so the areas that set their
own keep their difference. It is a layer the port makes for the launch,
laid under the player's mods (a mod's own camera table wins): mods.py
takes such layers again (--ui-mods), kept with mods switched off and
left out of the save copies made when the set of mods changes. The
game reads the table at start, so a change needs a restart.

scripts/fromsoft_files.py holds the DCX and BND4 readers and writers it
uses (the Linux fork had them in its quit_menu.py). tests/test_fov.py
checks the table. Checked in game at 60 degrees: 72 cameras, the view
visibly wider.

From Supermedo's port (b75e811, Ethan Murphy), by way of the Linux fork;
the launcher's row comes with the launcher.

Co-Authored-By: Ethan Murphy <[email protected]>
2026-11-01 02:24:17 +00:00
ayozetr e64655f7f6 Overlay: Quit game works from a controller, and the menu stays on screen
- The Quit button's label was its ImGui ID: at the first press the label
  changed, the new button did not have the pad's or keyboard's focus and
  the button disarmed at once, so quitting worked only with the mouse
  over it. "###bb_quit" keeps one ID for both labels.
- The menu sized itself to its contents: on a short screen its last row
  (Close, Quit game) was off screen. Its height is now limited to the
  screen below where it opens, and the contents scroll.

Reported by parsifal295; from the Linux fork.
2026-11-01 02:18:34 +00:00
ayozetr 570ee9b579 On-screen keyboard for the character name, typed with a controller
The game's text dialog (ImeDialog: the character's name) can only be
typed on a physical keyboard in 0.7, so in the Steam Deck's Game Mode or
with a controller on the sofa a character cannot be named. The dialog
now shows a keyboard: the d-pad or the left stick moves, Cross types,
Square deletes, Triangle is a space, L1/R1 switch caps, Options confirms
and Circle cancels. A physical keyboard types as before. A row with the
menu language's own letters (ñ and the accents of Spanish, Italian,
French and Portuguese, German's umlauts and ß) sits above the actions.

The keyboard is drawn in the dialog and its edits are queued to the
window thread, which owns the text and the window (TakeTextEdits). It
and the menu accept and go back on the game's cross and circle wherever
bbport.ini puts them (A and B swapped on Nintendo-style pads:
runtime_pad_button).

From SrShadowy's port (gpu/shim/bbport_keyboard.cpp), reworked in the
Linux fork; its texts are in the menu's languages.
2026-11-01 02:17:34 +00:00
ayozetr fc17a2d7f4 Cheats and gameplay tweaks in the in-game menu
Community patches for 1.09 already in patches/Bloodborne.xml, switched
from bbport.ini as the game effects are: never die, enemies do not see
or hear you, Rally that never fades, enemy control, no Rally, the
camera further away, no camera auto-rotation, running with less stick
tilt and Dark Souls ragdoll physics (cheat_* and tweak_* keys). They are
rows of the menu's effects list, translated in its languages, and apply
after a restart as the other startup patches do. Ported from the
Windows fork (Supermedo's port) by way of the Linux fork; its launcher
page comes with the launcher.
2026-11-01 02:14:46 +00:00
ayozetr afadddfaf9 In-game menu: 0.7's new texts in the fork's languages
The 75 menu texts 0.7 added (anti-aliasing, VBAO, texture quality, low
latency, frame generation, aspect ratio, camera speed, VRAM and frame
rate lines, the upscaler DLL choices, ...) in Spanish, Italian, French,
German, Brazilian Portuguese and Simplified Chinese, with the terms the
menu's other translations use. Every MenuText of the tree now has its
row; printf specifiers and ### ids are kept as in the English.
2026-11-01 02:13:02 +00:00
ayozetrandEthan Murphy 63be02c67f Mute in the background
bbport.ini mute_unfocused (off by default): the audio ports are silent
while the game window does not have focus. They keep their pace, so the
game's audio threads run on as before. A checkbox in the in-game menu
(translated in its languages); the launcher's switch comes with the
launcher.

Adapted from Supermedo's port (b75e811), by way of the Linux fork.

Co-Authored-By: Ethan Murphy <[email protected]>
2026-11-01 02:11:47 +00:00
ayozetr 3ed9330a6a In-game menu in Spanish, Italian, French, German, Brazilian Portuguese and Simplified Chinese
0.7's menu speaks English and Russian (BbSettings::MenuText(english,
russian)). The Linux fork's languages come back on top of it:

- MenuLanguage gets Spanish, Italian, French, German, Brazilian
  Portuguese and Simplified Chinese, with their bbport.ini codes
  (menu_language=es, it, fr, de, pt_BR, zh_CN) and own names in the
  Language selector. Before one is chosen, BB_MENU_LANGUAGE or the
  desktop's locale picks it (MenuLanguageFromCode).
- MenuText looks the English up in bbport_menu_i18n.h for those
  languages (MenuTranslation; the English when a text is missing), and
  MenuTextIn gives a text in any language.
- The pages the port adds to the game's own System menu follow the
  game's text language: bbport.ini game_text_language when it names one
  of these, else the language the game was given (BB_LANGUAGE or the
  locale); Cyrillic in the game's own text still means Russian. The
  game's font has no Chinese characters, so those pages stay in English
  there. The resolution row's "Auto (21:9)" is built in each language.
- Simplified Chinese: the menu's font has no Chinese characters, so the
  first time the menu opens or speaks Chinese a system font is merged
  into it: BB_CJK_FONT (listed in bb_env_vars.def), else fontconfig's
  choice for zh-cn; the log says when there is none.

The translations are the fork's (its main branch's table); 0.7's new
menu texts follow in the next commit.
2026-11-01 02:09:57 +00:00
ayozetr f47ef822ee Menu: sliders keep their changes with any compiler
Slider() passed ImGui::SliderFloat(..., &v, ...) and v to Store() in
one call: the order the arguments are evaluated in is the compiler's,
so Store could get v before the slider changed it, and a drag was lost.
The slider runs first now, as 0.7 already does for checkboxes. From the
Linux fork (542e9ada).
2026-11-01 02:05:35 +00:00
andrecabralgit 2824ea7ab2 Audio: the game at full level on stereo devices
The game opens 8-channel ports and SDL turned them into stereo with its 7.1
matrix, which scales the front pair by about 0.21 so a full 8-channel sum
stays under 1. The game's mix lives in the fronts, so on a stereo device it
played about 13 dB quieter than everything else, on PipeWire too. Ports now
open at the device's channel count when it has fewer, and the runtime folds
the 8 channels down itself with the fronts at unity (stereo, 2.1, quad, 5.1,
6.1). BB_AUDIO_GAIN (0-8) scales the whole output. BB_AUDIO_DUMP names the
channels it writes, the device's after a fold.

From Supermedo/bloodborne_pc#18 (d41e3da) and Supermedo's ff0e421.
2026-11-01 02:05:35 +00:00
ayozetr a48a131590 Keyboard: the Linux fork's classic layout as a choice
0.7's layout (Dark Souls III's on PC: Space the dodge, Left Shift the
run, F and Enter Cross, Escape the menu and the way back in it, IJKL the
camera) stays the default. keyboard_layout=classic in bbport.ini (the
fork's launcher, Controls) gives the keys the fork had up to
0.51-linux.20: WASD and the arrow keys the sticks, Space Cross, Left
Shift Circle, E Square, Q Triangle, 1 L1, 3 R1, R L2, F R2, Z L3, C R3,
Enter Options (also in a game menu, not the way back), Tab and Backspace
the touchpad halves, IJKL the d-pad, Left Alt walk, and the mouse
buttons as before. key.<input> lines still replace either layout's
keys. tests/test_pad.c checks both.

Also bb_env.h's note: env_vars.py prints the list, it no longer writes
docs/ENVIRONMENT.md.
2026-11-01 01:51:35 +00:00
ayozetrandAwaken 8cff10a374 Controller: the Linux fork's stick and button fixes
On 0.7's src/runtime_pad parts, each as on the fork's main branch:

- A stick at the end of its travel is never its neutral (its issue
  #20): an 8BitDo Pro 2 reported -32768 on all four axes right after
  reconnecting, which was taken as a biased neutral, and the camera and
  the player spun.
- A round dead zone: held to the stick's length and mapped from 0 at
  its edge, so a push close to one axis keeps its small part of the
  other one (BB_PAD_DEADZONE_RADIAL=0: per axis). The idea is from
  Lantern Engine.
- A round gate: a stick past it (a diagonal near the square's corner)
  is brought back onto it (pad_round_gate=0: as it comes).
- pad_camera_diagonal=1 evens out the camera stick's diagonals (its
  issue #7: the game's fast turn applies to them too); off by default.
- pad_swap_sticks, pad_invert_look_x and pad_invert_look_y (from
  Awaken's BloodBorneButPc).
- Back + d-pad left/right clicks the touchpad halves on pads without a
  touch surface, Back alone the left half on release (parsifal295's
  idea, as in Supermedo's port 1.7.3).
- Buttons still held when a menu closes stay hidden until released, so
  the game does not take them as a new press (hold_after_capture, from
  Supermedo's port by way of Awaken's).

tests/test_pad.c checks the neutral, the gate, the dead zone and the
stick options. The variables are listed in bb_env_vars.def.

Co-Authored-By: Awaken <[email protected]>
2026-11-01 01:47:47 +00:00
ayozetrandAwaken b902cbc5ff Controller: the one in use takes over, a light bar colour, and pads by device path
From the Linux fork, on 0.7's src/runtime_pad/gamepad.c:

- Several gamepads and none chosen (also one pad behind a 2.4 GHz
  receiver that shows as two): the one being used takes over, checked
  five times a second; used means a button held or an axis well away
  from where it rested when opened, so a wheel's pedals do not count.
  From Awaken's BloodBorneButPc.
- BB_PAD_LIGHTBAR=RRGGBB: every pad with a light bar (DualShock 4,
  DualSense) shows that colour; unset, SDL's own.
- BB_GAMEPAD may also be the pad's device path (/dev/input/eventN or
  hidraw), the only way to tell two pads of the same model apart; the
  log names each pad's path. BB_GAMEPAD_STRICT=1 (local co-op, one game
  per player) takes only the chosen pad, never another instead.

The variables are listed in bb_env_vars.def (next commit).

Co-Authored-By: Awaken <[email protected]>
2026-11-01 01:47:47 +00:00
ayozetrandethan cddb964ebd Crash guards: an online event without its data, from Supermedo's port
The game describes an online event and case 0 copies a string from its
data without checking it: a player on The Hunter's Dream crashed there
(read access to 0xa0 at guest offset 0x1eb56b7) right after the
server's ss.info request timed out. Case 0 with no data now goes the way
of an unknown event, "could not" (scripts/crash_guards.py;
BB_CRASH_GUARDS=0: off, listed in bb_env_vars.def). 0.7 does not touch
the site. patches.py checks the original bytes first (eboot_bytes) and
leaves the guard out, with a line, on other code.

Its code goes in the free tail of the code segment's last page (from
0x50D9700; the game's code ends at 0x50D96DC). The loader refused patch
writes past a segment's size ("bad patch entry"); it now takes them up
to the executable segment's 4 KiB page boundary, which is mapped with it
on every host and unused by the game (patchable(), from the Linux fork).

Checked: the guard's bytes read back from the running game's memory, and
the game plays. tests/test_crash_guards.py checks the code.

Co-Authored-By: ethan <[email protected]>
2026-11-01 01:21:32 +00:00
ayozetr cfc63a6766 Patches: start online at the title when online play is on
Skip Online/Offline Choice answers the title's dialog with PLAY
OFFLINE, so the game's own online session only started after Log In,
and the Kin and Bloodlust Bells stayed greyed out until then (the Linux
fork's issue #9). With online play on (BB_ONLINE=1), a variant now
answers PLAY ONLINE: the same dialog builder returns what the PLAY
ONLINE item returns (operator() at 0x1b49eb0), which differs from PLAY
OFFLINE's only in the online flag. Offline, 0.7's patch stays.
tests/test_patches.py checks both against the builder's items. From
the Linux fork.
2026-11-01 01:01:36 +00:00
ayozetrandAwaken 64f7962cac Patches: "1.09" is "01.09", and copies of Bloodborne.xml are not third-party
- A third-party patch file written for AppVer="1.09" is the game's
  01.09: it was skipped as written for another version.
- A copy of the built-in Bloodborne.xml in the patches folder (an older
  package's, any case) is not taken as a third-party file: it applied
  its frame-rate patches over the port's own.

tests/test_patches.py checks both. From Awaken's BloodBorneButPc, by
way of the Linux fork.

Co-Authored-By: Awaken <[email protected]>
2026-11-01 01:00:55 +00:00
ayozetr 1cb0fd24ed Loading and smoothness: three game patches from bbhost
From droogie/bbhost (patches/*.toml), each checked against the 1.09
executable's original bytes, noted beside it in Bloodborne.xml:

- Quick Re-entry (on): a load after a death or lamp travel ends when the
  area is ready, 2-3 s, not after the 12-second minimum.
- Fast Run-time Deflate (on): the player's recording, compressed every
  ~50 s on the main thread at deflate level 9 (~23 ms in one frame), at
  level 1.
- All Resource Post-Processors In Play (off, experimental): the third
  of the resource system's post-processor threads keeps running.

bbport.ini tweak_quick_reentry, tweak_fast_deflate and
tweak_post_processors (0/1) choose them; the first two are on when the
file does not name them. tests/test_patches.py checks it, and the tests
that count other patches turn them off. From the Linux fork; the
launcher's rows come with the launcher.
2026-11-01 01:00:20 +00:00
ayozetr b2a6130b42 DLC folder: the player's dumped add-ons linked where the runtime looks
0.7 reports <user>/addcont/<title id>/<label> as installed add-ons
(shadPS4's layout). BB_DLC_DIR, the Linux fork's launcher's DLC folder
(one folder per add-on, e.g. SPEXPANSIONDLC03), is now linked there by
run.sh for the game's title id; a real folder already in its place is
left alone. Listed in bb_env_vars.def. The launcher's row comes with the
launcher.
2026-11-01 00:52:55 +00:00
ayozetr ed9d812b85 Runtime: game language follows the desktop without the launcher too
The launcher passes BB_LANGUAGE, but run.sh started directly (scripts,
the terminal) left the game in English. Without BB_LANGUAGE the runtime
now maps the desktop's locale the way the Linux fork's launcher does:
Japanese, English, French, Spanish, German, Italian or Russian, English
otherwise. From the Linux fork.
2026-11-01 00:52:55 +00:00
ayozetrandAndiMajore bdd7994cca Debugging: BB_FAULT_WAIT=1 keeps a crashed process alive for gdb
A fatal fault in bb-probe or a GPU library assertion ended the process
at once, leaving a few lines in the log. With BB_FAULT_WAIT=1 the fault
handler and assert_fail_impl print how to attach, send a desktop
notification and wait instead of exiting; any process of the user may
ptrace it (PR_SET_PTRACER_ANY, set at start only then). Nothing changes
while the game runs. Linux only (fork, notify-send, ptrace).

tools/debug_attach.sh [pid] [--keep] attaches gdb in batch mode and
writes logs/crash-<time>-<pid>.txt: every thread's stack, the faulting
thread's registers and code (game code as a guest offset), and bt full
of an asserting thread (docs/DEBUGGING.md). The variables are listed in
bb_env_vars.def.

From deadinside28/bloodborne_pc#165, by way of the Linux fork.

Co-Authored-By: AndiMajore <[email protected]>
2026-11-01 00:51:22 +00:00
ayozetrandAwaken 4247abab8e Guest memory: the game's in/out arguments are written outside the region lock
Mapping, querying and batch calls read and wrote the guest's pointers
with the region table lock held. A write landing on a GPU-tracked page
faulted into page tracking, which waits for its own locks or a readback
by the GPU thread, while those threads waited for the region lock: a
hang. The arguments now go through locals, copied in before the lock and
out after: direct allocation, direct and flexible maps, virtual range
reservations, protection and virtual queries, direct memory type and
direct queries, and the batch map's entries. Still so in 0.7
(src/runtime_memory/kernel_api.c).

From Awaken's LanternEngine (7aa3d1b), by way of the Linux fork.
Checked: build.sh --test, and four minutes walking in game.

Co-Authored-By: Awaken <[email protected]>
2026-11-01 00:48:48 +00:00
ayozetr fa0d7232d9 Runtime: reservations of guest memory that fail are logged
Failed direct and flexible mappings already printed a line; a failed
direct allocation, virtual range reservation or low memory map returned
its error silently. A guest NULL read soon after one of them would then
look like a bug of its own. Each now prints what failed, its size, the
error and the direct memory in use; the first 16 only. The return values
are unchanged.

The idea comes from Mrsuss60's Windows port (4035ab4e); from the Linux
fork.
2026-11-01 00:39:07 +00:00
ayozetrandAwaken b2f516f0e0 Runtime: failed allocations in audio decoding and the save list are not fatal
- AJM: a job's joined input, sized by the game, is refused above 64 MiB
  or when malloc fails (the job reports an invalid parameter) instead of
  writing through NULL.
- Save list: a failed realloc stops the listing with what it has instead
  of losing the list and writing through NULL.

From Awaken's engine (bbhost-changes.patch, 0.9.24), by way of the Linux
fork.

Co-Authored-By: Awaken <[email protected]>
2026-11-01 00:39:07 +00:00
ayozetrand0xCydral 773368a150 Runtime: split flexible mappings keep their own pool offset
split_at moved the offset only for direct memory, so the right piece of
a split flexible mapping kept the left piece's. Unmapping it then freed
and zeroed the left piece's pages (still mapped) and leaked its own;
read/write backing used the wrong pages too. Still so in 0.7
(src/runtime_memory/vma.c).

From bmy/bbport-mac 9ffc78d, by way of 0xCydral's fork and the Linux
fork.

Co-Authored-By: 0xCydral <[email protected]>
2026-11-01 00:39:07 +00:00
ayozetr 0d091c9335 Runtime: the game's exit() ends the process like its _exit()
The game's own quit uses _exit(), but a title menu patch that adds Exit
Game calls exit(). That ran the game's static destructors while its
other threads kept running: they tore down Dantelion's mutexes under
them ("DLLightMutex.cpp(126) Mutex is not initialized"), and the game
faulted and ended with code 139 instead of 0. The host's atexit handlers
would also free the GPU's objects under the render thread. exit() now
reports, flushes the log and ends the process at once, as _exit() does;
saves are already on disk, written whole. From the Linux fork.
2026-11-01 00:39:07 +00:00
ayozetr 95c548e6f1 Runtime: the game's threads get the PS4's floating-point state
The PS4 runs its threads with flush-to-zero and denormals-are-zero set
in MXCSR (0x9fc0); a Linux thread starts with both clear (0x1f80), and
the runtime never set them. The game's own code then got different
results than on a PS4: very small values stayed as denormals instead of
becoming 0, which a physics step can drift on (the ghosts' cloth in
Cainhurst was reported glitching), and denormals are slow on x86.

The main thread gets it before the first guest code, and every thread
the game creates when it starts. The values are the ones dumped from
real hardware, as in shadPS4#3568 (StevenMiller123, found by red-prig).
From the Linux fork; tests/test_runtime.c checks it.
2026-11-01 00:39:07 +00:00
ayozetr 55eb72e933 Windows: upstream's launchers, packaging and tools left out of the Linux fork
The fork is Linux only and nobody here builds or tests the Windows
package, so its own files go: the WPF launcher (launcher/windows), the
Tkinter one (launcher/bbport_launcher_win.py), the Windows runner
(run.py), the zip's packaging (packaging/windows, packaging/bbport.ico),
FSR 4.1.x's Windows asset build (tools/fsr4cap/build_assets_win.py) and
the Windows benchmarks (tools/win-bench).

The engine's Windows code stays as upstream has it (gpu/platform/win32,
the _WIN32 parts and their CMake rules): leaving it alone keeps
upstream's fixes easy to bring in, and the code portable. Comments that
name the removed files say where that code came from.
2026-11-01 00:22:13 +00:00
ayozetr 40031dd622 Players' guide: its theme, hook and publishing script, published from main only
The fork's players' guide (GitHub Pages, https://ayozetr.github.io/bloodborne_linux/)
is built from docs/ by MkDocs Material: site/ holds the theme's
overrides, the hook that points links to files outside docs/ at them
on GitHub, and the pinned requirements; tools/publish_guide.sh builds it
(--strict) and pushes it to the gh-pages branch. _site/ is ignored.

The site is main's guide, so the script now publishes from main only: a
branch's pages, here 0.7's with links to files main does not have yet,
would replace it. BB_PUBLISH_BRANCH=1 publishes from another branch on
purpose (listed in bb_env_vars.def).

Checked: mkdocs build --strict passes on this branch.
2026-11-01 00:09:31 +00:00
ayozetr 1eadf67c8c Docs: the Linux fork's own, in place of upstream's
The repository's documentation is the fork's: README.md, BBPORT.md (the
original project's README, for its technical details), mkdocs.yml and
docs/ with the players' guide, the developers' pages and the design
notes from upstream the fork keeps in English. Upstream's own docs
(release notes, roadmap, session logs, its other notes, most of them in
Russian) and README.ru.md are not part of it; docs/README.md links to
them in upstream's repository, as on the fork's main branch. Pages that
describe 0.51's code are brought up to date as each part is brought onto
0.7.

docs/ENVIRONMENT.md stays the fork's guide, written by hand.
scripts/env_vars.py no longer writes over it: --doc prints the whole
list of gpu/shim/bb_env_vars.def as Markdown, and tests/test_env_vars.py
checks that list against the code, and that the printed list has every
variable.
2026-11-01 00:05:25 +00:00
ayozetr b8bb54a791 AppImage: its variables in the registry, without the parts not on 0.7
tests/test_env_vars.py checks every BB_* name the scripts use against
gpu/shim/bb_env_vars.def, and the game names any BB_* it does not know
as a typo:

- The host's Vulkan variables the AppImage puts aside under Steam's
  pressure-vessel are named one by one (BB_HOST_VK_DRIVER_FILES, ...)
  and listed as internal, so the log shows them without a warning.
- bbbridge left out: on 0.7 The Hunter's Dream is the online module's
  own pool. The PKG extractor comes back with the launcher's Install
  from PKG.
2026-11-01 00:01:51 +00:00
ayozetr f760e22ebf GitHub: the fork's issue templates and funding link
The bug report (version and build, how the game was installed, the GPU,
settings and the log), the feature request and the template chooser's
links, and the Ko-fi link, as on the fork's main branch. They name the
launcher's About and Log pages, which come with the launcher.
2026-10-31 23:59:43 +00:00
ayozetr c61dc69ae7 License: the Linux fork as a whole under GPL-3.0-or-later
As on the fork's main branch: the whole is distributed under
GPL-3.0-or-later, which everything in it allows (bbport and shadPS4 are
GPL-2.0-or-later, the online module's BBSC and The Hunter's Dream parts
GPL-3.0-or-later, the rest MIT, BSD or Zlib). LICENSE has the GPL-3.0
text. NOTICE keeps bbport's own notice whole (its files stay
GPL-2.0-or-later and its attribution request stands) and says so first.
2026-10-31 23:59:30 +00:00
ayozetr 05807030a2 Git: game files and local runs ignored; the patched FSR-Vulkan is not a change
- .gitignore: the mods folder and mods.last of runs from source, game
  files and dumps (eboot.bin, param.sfo, PKG, DCX, 7z, CUSA folders),
  and an exception for the launcher's icon past the *.png rule.
- .gitmodules: FSR-Vulkan's working tree holds build.sh's patches, so it
  is ignore = dirty: a build's commit (the log's first line, the
  AppImage's BUILD) no longer says "-modified" for them.
2026-10-31 23:59:02 +00:00
ayozetr 64660056b4 Logs: the build next to the version on the first line
Issue reports rarely say which build they ran, and a test build prints
the same version as the release it was made from. run.sh now prints the
build after VERSION: the commit, branch and date from the BUILD file
packaging/appimage-sharun.sh writes, or git's commit and branch in a
checkout ("bbport 0.7, build 0a1b2c3d main 2026-11-01"). From the Linux
fork.
2026-10-31 23:58:46 +00:00
ayozetr c2a45f36e6 Numbers with a decimal point in every language (AppImage)
The AppImage without Nix preloads sharun's anylinux.so, which checks the
host locale with setlocale(LC_ALL, "") and leaves it set. In Spanish,
German, Portuguese and other languages with a decimal comma the game's
process then wrote "72,9 FPS" in the log and "sharpness=0,30" in
bbport.ini, which strtof and atof read back as 0. bb-probe sets
LC_NUMERIC to C at the start of main, after the preload's check; the
rest of the user's locale stays. Checked with the AppImage under
es_ES.UTF-8: "479.7 FPS".
2026-10-31 23:58:27 +00:00
ayozetr 47b276b389 AppImage without Nix (packaging/appimage-sharun.sh)
The Linux fork's AppImage, brought onto 0.7: the port's build, its
scripts and the GTK4 launcher with every library they load (glibc,
Python with PyGObject, ssl and hashlib, GTK 4, libadwaita, SDL3, Mesa's
Vulkan drivers for AMD and Intel) collected from the build system by
quick-sharun at a fixed revision. NVIDIA's driver comes from the host.

On 0.7's layout: run.sh, VERSION, LICENSE, NOTICE and the shader
recipes when the build has them; the online module is
out/gpu/libbbnet20.so, handed over in BB_NET_MODULE (BBSC is inside it
now). The log's first line gets the build (BUILD).

- DLSS: with sharun /proc/self/exe is the dynamic loader, so the bridge
  and NVIDIA's libraries are looked for in BB_DLSS_DIR first
  (gpu/upscale/vk_dlss.cpp, listed in bb_env_vars.def).
- packaging/bbport-entry.c keeps 0.7's Steam overlay handling and the
  fork's pressure-vessel one (Steam's Game Mode, deadinside28#172).
- The launcher's icon (launcher/bloodborne.png, added past the
  .gitignore's *.png rule) in the desktop entry, also for
  launcher/install-desktop.sh.

Tested: the AppImage starts the game with --play in its own data and
config folders and plays at about 70 FPS on an RTX 3060.
2026-10-31 23:54:49 +00:00
ayozetr 71e6cc9592 FSR-Vulkan: the shader override and job mark hooks the port uses
0.7 sets ffxVkShaderOverride (gpu/upscale/ffx_shaders.cpp: the frame
generation passes built in this tree) and ffxVkJobMark
(gpu/upscale/fg_profile.cpp, BB_FG_PROFILE), but no patch to the FFX
Vulkan backend defined them, so a build from source failed to link
bb-probe (upstream #404). Patch 0003 defines both as null pointers and
calls them: the override where the pass's shader module is made (the
bindings stay the packaged blob's), the mark before each compute
dispatch.
2026-10-31 23:24:14 +00:00
+24 0fc2921c45 0.7: native Windows build with online and mods, one memory model, faster heavy views, cloth and shadow fixes
- Windows 10/11: native bb-probe.exe (llvm-mingw / MSYS2 CLANG64), WPF launcher in five
  languages; online module online\bbnet20.dll with both pools (Seamless Hunt + BBSC, The
  Hunter's Dream with Discord sign-in) and BBSC's local game server; mods and XML patches from
  the launcher (junctions and hard links without Developer Mode); DLSS / DLSS FG, FSR 4.1.1 and
  FSR 4.1.2 driver models, FSR 4 from AMD's SDK 2.4 DLLs; NVAPI power profile on NVIDIA.
- The old memory model of 0.3 removed; the game's graphics heaps grow on demand.
- Faster: occlusion queries counted only inside the game's open queries (164 -> 189 FPS in the
  heaviest view), ring dedup and copy-shader filter (less PCIe traffic), PGO retrained, Steam
  Deck draw preparation, FSR 3.1 FG shaders.
- Fixes: cloth fluttering above 30 FPS (#58), point-light shadow wedges, HUD item-icon grid,
  vertex explosions across heap pieces, FPS drop after a save switch, FG ghosts, crash
  0x2169edc (#336), FSR 3.1 protected memory (#85), Wayland HiDPI, launcher translations (#381).
- New: AA menu (FXAA2_GS, SMAA), FSR 1, GT-VBAO, AMD Anti-Lag 2, trophies.jsonl, shader
  recipes before play, live resolution by default.
- Packages: Windows zip, AppImage, and a Linux folder (tar.zst) with the online module open.
- Removed: the shadp2p online module, LEGO Dimensions toy pad and NGS2 code.
- Credits: docs/CONTRIBUTORS_0.7.md (pull requests since 0.4 and outside work).

Co-authored-by: Qiming-Liu <[email protected]>
Co-authored-by: AndiMajore <[email protected]>
Co-authored-by: adds39939 <[email protected]>
Co-authored-by: iannitram <[email protected]>
Co-authored-by: maiconjsv <[email protected]>
Co-authored-by: whp199 <[email protected]>
Co-authored-by: DominickCobb-rs <[email protected]>
Co-authored-by: Sarxzer <[email protected]>
Co-authored-by: wheat32 <[email protected]>
Co-authored-by: ArenaMMORPG <[email protected]>
Co-authored-by: SrShadowy <[email protected]>
Co-authored-by: Gustavo Bomfim <[email protected]>
Co-authored-by: Teefpyre <[email protected]>
Co-authored-by: SrDeTs <[email protected]>
Co-authored-by: IgorWarzocha <[email protected]>
Co-authored-by: itachi-re <[email protected]>
Co-authored-by: Bainianzzz <[email protected]>
Co-authored-by: hideoneric <[email protected]>
Co-authored-by: guitaripod <[email protected]>
Co-authored-by: unTanana <[email protected]>
Co-authored-by: andrR89 <[email protected]>
Co-authored-by: ayozetr <[email protected]>
Co-authored-by: JuanraCM <[email protected]>
Co-authored-by: SaeedShow <[email protected]>
Co-authored-by: msisovic <[email protected]>
Co-authored-by: axpico <[email protected]>
Co-authored-by: Aryxa <[email protected]>
Co-authored-by: Obrikash <[email protected]>
Co-authored-by: noelmiller <[email protected]>
Co-authored-by: AyrtonSanabio <[email protected]>
Co-authored-by: Supermedo <[email protected]>
Co-authored-by: Awaken <[email protected]>
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-29 02:55:53 +03:00
deadinsideandClaude Opus 5.5 8185b88d80 0.6: online on shadPS4 0.20 (Seamless Hunt + BBSC, The Hunter's Dream), Laurence cinematic, flicker and load crash fixes
- Online module libbbnet20.so: shadPS4 v0.20 network/NP/shadNet code, BBSC ported to it,
  The Hunter's Dream backend (droogie/bbhost) with Discord sign-in; launcher pool choice;
  the shadp2p module stays as a fallback (BB_NET_GEN=19).
- Laurence's cinematic above 30 FPS: render-job slots given back; the render resource cache
  gets 512 MiB of port direct memory past the game's pool (the game's heap unchanged).
- Single shifted/quarter frames: push constants recorded after the pass begins (the occlusion
  results' compute dispatch overwrote them).
- Crashes: 0xa0020007 (#207, blur-kernel sample clamp), Bad PM4 at save load (FX init clear
  race, command buffers copied at submit), null V# tables (139).
- Light shafts on NVIDIA (#204, PR #210), #205, texture GC on 8 GB, PR #206/#224/#214/#211,
  FSR 4.1.1 reset after save change, SSAO forced back, SSR at start, present wait mask,
  Polaris labels on the CPU (#203), AUR GE-Proton (#186), 21 game languages (#249).
- Live: F3 30 FPS limit, effects without a restart, keyboard stick/run/dodge/jump, cursor,
  GPU choice in the launcher; more draw-preparation workers on 12+ thread CPUs.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-19 09:30:55 +03:00
deadinsideandClaude Opus 5.5 72e5c8ce22 0.6-pre1: new memory model on every GPU, seamless co-op, aspect ratios and frame rate by hooks, own renderer
- Auto memory model = the new one on every GPU (layer memory module, no sparse binding);
  the 0.3 model stays as a launcher option.
- Seamless co-op (BBSC) in the online module; Seamless Hunt servers by default; the shadNet
  client reports its version and stays offline when a server refuses it.
- Any aspect ratio live through game hooks (camera, HUD anchoring, UI fills, markers);
  frame rate through hooks instead of patches.
- Keyboard and mouse: native mouse camera, menu mouse pointer, Dark Souls III-like layout,
  chord bindings, button prompts for the device in use (HUD atlas included).
- Real occlusion queries; own command processor, GCN definitions, shader translator,
  renderer and caches instead of shadPS4 (byte-identical SPIR-V on the game's shaders).
- Fixes: NVIDIA start (#135 #147 #152), RIP=0 (#161 #177 #181), #149, #142, #162/#192,
  #178, #144/#165/#166, #134, #172, #186, #136, #145, lamp-travel loading hang (PR #193),
  FPS aging, write-trap race, exit crash, pipeline-cache stages, AppImage --play.
- Runtime tests follow the NID-only import rule.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-15 12:18:28 +03:00
deadinsideandClaude Opus 5.5 3c57da4198 0.51: online play (shadNet module), mouse look, DLSS in the AppImage, fixes, 399 MB AppImage
- Online play through shadNet as a separate module (gpu/bbnet -> libbbnet.so), loaded by the
  runtime only with BB_ONLINE=1; launcher Online page; UPnP maps the P2P port (#121).
- Mouse look and mouse/wheel bindings (#51, #52); quit from the overlay (#74, #116).
- DLSS bridge and NVIDIA's runtime library in the package; a newer one chosen in the launcher.
- Every retail release with update 1.09 gets the game profile and passes the game check
  (#119, PR #117).
- New memory model: motion blur smear (#122); 4 GB VRAM out-of-memory stop; title menu
  flicker above 1080p.
- HTTPS certificates in the AppImage; NVIDIA Wayland swapchain (PR #93); git build after 0.4
  (#124); nix-shell launcher arguments (PR #120); FSR 4.1.1 recording on SteamOS (PR #89).
- AppImage 925 -> 399 MB: Vulkan-only Mesa (RADV without LLVM, ANV), stripped game binary,
  slimmer MangoHud, SDL3 and launcher GTK.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 01:57:36 +03:00
deadinside c7e3e55eff 0.5: native game settings, AMD memory model by default, GPU translation and driver fixes
Default to the new memory and translation model on AMD using its sparse arena,
and retain the 0.3 memory model on other GPUs unless selected manually.
Add the command decoder, game profiles, shared memory traps and GPU timestamps;
reduce VRAM churn and background pipeline compilation artifacts.

Finish the game's Display and Effects settings pages, add the launcher's memory
model selector, host NVIDIA EGL discovery and RADV nohiz for affected older AMD
GPUs. Include the Proton and ImGui integration fixes and updated release notes.
Keep MangoHud startup behavior exactly as in 0.4.

Validation: 108 Python tests, runtime tests and command decoder tests passed.
The rebuilt public AppImage's MangoHud startup block matches 0.4 byte for byte.
2026-10-10 16:22:21 +03:00
deadinsideandClaude Opus 5.5 10baf9df25 0.5-pre4: memory module without stutter, background pipelines, damaged-extraction check
Rewrite only the page table entries that changed after a promotion, with one runtime lookup per mapping instead of one per block (whole-mirror rewrites under the runtime's memory lock stalled the GPU thread 30-70 ms while areas streamed in). Keep ranges in place after a second write bounce, set write traps per run of blocks, give VRAM copies a floor of the budget on 4 GB cards, let stale copies yield and compact mirrors after travelling. Compile new pipelines of per-frame passes on worker threads. Report damaged game extractions (#81), add NVIDIA driver diagnostics to --vulkan-info (#107), never leave the current command chunk null (#100), restore the 0.4 settings menu look, and add layer timing to stall diagnostics. Bilingual release notes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 22:22:43 +03:00
deadinsideandClaude Opus 5.5 f2cd4ca0c4 0.5-pre3: memory module on NVIDIA: VRAM copies, one VRAM budget, watched blocks
Re-enable VRAM copies for the memory module on host-import GPUs (the fixed-arena workaround no longer applies to it). Keep copies short of the texture collector's critical mark and let idle copies and their growth room yield near it, give growing copies room instead of reallocating them on every load, write WRITE_DATA into VRAM copies too, and watch CPU-written blocks with write traps so they get VRAM copies re-uploaded after CPU writes. Retry file reads on EFAULT, add BB_VRAM_LIMIT_MB for small-VRAM tests, and include bilingual release notes.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 17:36:44 +03:00
deadinside af9e66db2f 0.5-pre2: memory layer, native GPU copies and portable labels
Add the memory layer for non-AMD GPUs and preserve coherent guest/VRAM views. Translate the original copy shader by default in the new model, add standard Vulkan completion labels, and migrate versioned shader caches before loading. Include GPU regressions, launcher support and bilingual release notes.
2026-10-09 14:27:09 +03:00
deadinsideandClaude Opus 5.5 39940f25eb 0.5-pre1: settings in the game's System menu, no online/offline screen, DLC, DLSS, save safety
Game menu
- The port's settings as native pages of the game's System menu (Display, Game effects,
  Game patches after Screen/Sound), built and drawn by the game's menu code: hooks on its
  message lookup and item adder, rows bound to the port's values, the game's "Default" sets
  the port's defaults, texts in the game's language (gpu/shim/bbport_game_menu.cpp,
  BB_GAME_MENU=0 off).
- The online/offline choice is skipped by a game patch ("Skip Online/Offline Choice"): the
  game opens its main menu offline (BB_SKIP_NETWORK_CHOICE=0 shows it).
- Overlay menu restyled like the game's dialogs (tabs, rows with values, own focus, serif font).

New
- DLC folders user/addcont/<title>/<label> reported as installed add-ons (#33, PR #84).
- DLSS on Linux through gpu/dlss_bridge when built with NVIDIA's SDK (PR #83).
- Monitor choice (#69, BB_DISPLAY); launcher log copy/export (PR #78), Simplified Chinese
  (PR #75).

Fixes
- Save files written to a temporary copy, fsync and rename: no damaged saves on a crash (#64).
- fsr4cap runs Proton without Steam's container when it cannot start (#61).
- System MangoHud no longer disabled with the bundled one (#66).
- UI draws without a color target go into the UI depth: loading screen item picture (#67).
- Debug menu fonts from adhoc/font, case-insensitive file fallback; no crash without fonts.
- VRAM exhaustion for guest memory blocks falls back to system memory; readbacks=Precise
  no longer deadlocks the first cutscene; indirect dispatch guard (#34); VRAM budget for
  promotion; UTF-8 everywhere in scripts (#55); plain ELF eboot (#49); Switch Pro clone stick
  calibration (#70, PR #71); BB_FSR4_STATS without pipeline statistics (PR #80); GPU info in
  the log (#56).

New memory and translation model (experimental, off by default)
- Offered on NVIDIA too (host memory import, untested there); GPU-written EOP/EOS labels;
  occlusion queries as Vulkan queries; COPY_DATA, COND_EXEC, predication translated; the
  game's copy shader runs as itself; native detours instead of int3 traps in the game's code.

Details: docs/CHANGES_after_0.4.md.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-09 00:34:14 +03:00
deadinsideandClaude Opus 5.5 daa7165408 0.4: FSR 4.1.1 from one DLL (FP8 on RDNA4), gestures, keyboard, DoF and shader cache fixes
FSR 4.1.1
- Built from one AMD DLL with the launcher's button: the DLL exports the FidelityFX API itself,
  no loader needed; checked before recording; the AppImage's own tools; Proton picked
  automatically; on NixOS the AppImage records on the host (systemd-run --user, umu-launcher
  from nix-shell). A second build no longer fails with "Permission denied".
- FP8 variant for RDNA4: recorded when vkd3d-proton offers FP8 matrices, replayed with
  VK_EXT_shader_float8 (fsr4_411/fp8); bit-exact with the DLL through FP16 emulation on RDNA3
  (fp8emu); untested on RDNA4 hardware. BB_FSR411_VARIANT=int8|fp8|fp8emu.

Performance and modes
- WRITE_DATA/DMA wait only for host copies reading their range (4 cores: 158 -> 167 FPS);
  the presenter is recorded on the recording threads.
- New memory and translation model as a launcher mode (AMD only, off by default);
  "Synchronisation as in 0.3" developer switch for regressions.
- libGnm hooks (census/observe/trace) on the game's statically linked graphics API.

Fixes
- DoF artifacts with upscalers (#44): ConstRam dumps waited for vertex/index reads too.
- Damaged shader cache no longer stops the game (#28, #38, #39); written atomically.
- Camera motion vector Y sign from the G-buffer viewport per frame (#41, #42, #47, #18).
- Minimized window (#31); clear message on CPUs without AVX & co. (#26); fsr4cap with
  several Steam libraries (#40); BB_READBACKS=2 hang at start (host copies read the
  backing view).

Controls and menu
- Gesture menu from the touchpad: touches get DS4-style ids and hold time (left half
  gestures, right half key items).
- Keyboard works next to a connected gamepad.
- In-game menu keeps its position (menu_pos), shows the system cursor, and no longer
  erases the launcher's key./pad. bindings when it saves bbport.ini.
- In-game menu in English or Russian (PR #36); Brazilian Portuguese launcher (PR #10).

Tests: settings-test, dll_info tests, updated runtime stubs. Docs: docs/CHANGES_0.4.md.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-07 23:29:43 +03:00
deadinsideandClaude Opus 5.5 4d4d20812c 0.3: stairs smearing fix, VRAM release, experimental PC memory model, remapping
Upscalers
- Camera motion vectors: the vertical axis was inverted (pitch and vertical movement wrong):
  FSR 4/4.1.1 smeared the background in streaks on stairs, FSR 3.1 blurred it. Now within
  0.05 px of the GPU's per-vertex motion (was 1.3-3.7 px).
- 16x anisotropic filtering of scene textures (BB_ANISO; 0 = the game's).

Memory
- VRAM no longer grows: the texture collector frees textures unused for 20 s, game memory
  blocks unused for 60 s go back; 64 MB VMA blocks, dedicated allocations for large images.
- Experimental PC memory model (BB_GUEST_IN_PLACE=1, launcher switch), off by default: tested
  only on an RX 7800 XT and the Steam Deck; NVIDIA falls back to the old model.

Stability
- Guest fault 0x263b8e7: GPU labels written with one atomic store instead of memcpy.
- GPU breadcrumbs, device-lost detection and a 10 s watchdog instead of a silent freeze.
- Game file check (CUSA03173 1.09) with an explanation in the launcher.

Controls, launcher, patches
- Keyboard and gamepad remapping; controller choice; character name entry; cursor hiding.
- Short drop-down choices with the full description under the title.
- Sprint Fix (High FPS) with the 90/unlimited modes; Intel tone mapping fix on Intel CPUs.
- MangoHud drawn once (bundled + system layer, or Steam's overlay on the Deck).
- FSR 4.1.1 asset build: newest GE-Proton, no-Nix tools, RDNA4 FP8 avoidance.

Docs: README as "Wine + DXVK for one game"; docs/CHANGES_2026-10-06.md.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-06 11:26:09 +03:00
deadinside28 0afaaa2649 Update README.ru.md 2026-10-04 20:57:31 +03:00
deadinside28 f89da6f398 Update README.md 2026-10-04 20:57:14 +03:00
deadinside28 1f8aa0e434 Update README.ru.md 2026-10-04 20:38:59 +03:00
deadinside28 d2396edfe2 Update README.md 2026-10-04 20:38:42 +03:00
deadinside28 12f1bd2a46 Update README.ru.md 2026-10-04 20:37:31 +03:00
deadinside28 c5685520f4 Update README.md 2026-10-04 20:37:01 +03:00
deadinsideandClaude Opus 5.5 bf95396436 0.2: Steam Deck fixes, cheaper live scaling, TAA flicker fix, mods, English launcher
Steam Deck and weak GPUs
- Outputs other than 1080p render at the preset size again (startup patch, as in 0.1);
  live resolution changes are now a setting (live_resolution=0|1|auto, off by default).
- Texture cache on integrated GPUs: thresholds follow the driver's current memory budget.
  The old budget (~1 GB on the Deck) kept the collector in its aggressive mode, evicting
  textures used 2-3 frames ago on every submission.
- Evicted GPU-written images are written back synchronously, while their pages are still
  protected (a deferred write could land over memory the game had reused).
- run.sh uses bash builtins only (the AppImage has no sed: the game did not start on NixOS).

Rendering
- Live scaling also reduces the game's half-resolution post-processing (960x540, including
  the bloom mip chain, one proxy per level).
- TAA: history of thin surfaces missed by a jitter phase is kept when nothing moves
  (railings, window bars: static-camera flicker p99.9 -45%).
- Scene texture LOD bias log2(render/output) in G-buffer passes while upscaling.
- Present on its own thread and at most one frame of GPU run-ahead (even frame pacing).
- Pipeline cache rebuilt instead of disabled when the shader profile changes.
- GPU idle only after the draw pipeline and deferred fences are done (work_retired).
- Recompiler fixes backported from shadPS4; integer interpolation fix for pre-Turing NVIDIA.
- Sharpness up to 2.0 (an extra RCAS pass); native-resolution TAA mode.

Launcher, mods, patches
- English launcher (follows the system language), loose-file mods with load order,
  third-party shadPS4 XML patches, 60/90 FPS patches with pointer slots fixed.
- AppImage: host NVIDIA Vulkan driver support, MangoHud, no FSR 4.1.1 models
  (BB_PACKAGE_FSR411=1 bundles local ones).

Tools: route recording/replay (F9), consecutive frame dumps, scene scaling diagnostics.
Details: docs/CHANGES_2026-10-02.md, docs/CHANGES_2026-10-03.md.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-03 08:17:26 +03:00
deadinsideandClaude Opus 5.5 cc001f987d AppImage: start from Steam (drop Steam's LD_PRELOAD overlay)
Steam starts every non-Steam game with LD_PRELOAD=gameoverlayrenderer.so.
Loaded into the package's own glibc it cannot find libGL.so.1, so the
wrapper's bash exited at once ('error while loading shared libraries:
libGL.so.1') - on the Steam Deck with any compatibility tool.
bin/bbport is now a static program that removes LD_PRELOAD,
LD_LIBRARY_PATH, GTK/GIO module paths and Steam's Vulkan layers before
running the wrapper.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-01 09:40:48 +03:00
deadinsideandClaude Opus 5.5 6180f5acf9 Add 1280x720 output for the Steam Deck; AppImage fonts and Steam launch notes
- Output resolution 1280x720 in the launcher, the in-game menu and the
  scaled-output path (scene at the preset's fraction of the output).
- The packaged launcher uses its own fontconfig file with bundled DejaVu and
  Adwaita fonts instead of the host's /etc/fonts, which on NixOS names fonts
  hidden from the AppImage inside Steam's FHS sandbox (boxes instead of text).
- README: how to add the AppImage to Steam where FUSE is unavailable.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-01 09:24:03 +03:00
deadinsideandClaude Opus 5.5 4751cafedb AppImage without FSR 4.1.1 assets (extracted from AMD's DLL); look for them in the data directory
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-01 08:56:05 +03:00
deadinsideandClaude Opus 5.5 9f74a6035d Tidy the repository for publishing: layout, README (EN/RU), license, launcher save folder
- Layout: src/ (loader, runtime), scripts/ (image preparation, patch compiler),
  tests/, tools/ (developer tools, fetch_fsr4_assets.sh, bridge helper,
  diagnostics), docs/history/ (dated reports); build.sh, run.sh, CMake,
  packaging, tools and tests follow the new paths. Raw run log removed.
- Submodules: FSR-Vulkan points at upstream c64f093 and build.sh applies
  gpu/patches/fsr-vulkan to its working tree; LibAtrac9 registered in
  .gitmodules; build.sh initializes missing submodules.
- No absolute home paths in scripts; the desktop entry is a template
  installed by launcher/install-desktop.sh.
- Launcher: the save folder is chosen with a folder dialog (default shown,
  reset, open in the file manager), status icons that exist in Adwaita,
  upscaler asset status for FSR 4 / 4.1.1.
- README.md / README.ru.md: what it is, status, highlights, differences from
  shadPS4, build/run, assets, layout, roadmap, credits. LICENSE: GPL-2.0.
- tests/test_probe.py: expectations updated to the loader's current messages.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-01 08:42:38 +03:00
deadinsideandClaude Opus 5.5 0ea1bef130 docs: FSR 4.1.1 (capture, replay, bit-exact verification, postpass speedup, asset build); A/B correction
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-01 07:14:41 +03:00
deadinsideandClaude Opus 5.5 0fb418642c FSR 4.1.1 in the game (upscaler=fsr411), postpass through workgroup memory, build_assets.sh
- Menu, bbport.ini and launcher: "FSR 4.1.1 (INT8)" next to FSR 4 v07; same
  placement and settings (BbSettings::IsFsr4). vk_fsr4.cpp records it through
  fsr411/ (assets: BB_FSR411_DIR or fsr4_411), guarding its constant ring with
  the scheduler's ticks. The device enables VK_VALVE_shader_mixed_float_dot_product.
- postpass_lds.py rewrites the 4.1.1 postpass at the SPIR-V assembly level
  (the GLSL round trip is not exact): 32x32 block through workgroup memory,
  2.18 -> 0.95 ms at 4K, still bit-exact with the DLL (verify.sh).
- fsr411: BB_FSR4_PROFILE pass timings; DLL-exact inv_scale (1 / scale).
- build_assets.sh: dxil-spirv (pinned, patched), fsr4cap.exe (MinGW), captures
  under umu-run, extraction; noise test runs record into noise_capture_*.

4K Balanced in the game: upscaler 4.12 ms (v07 optimized: 4.32 ms).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-01 07:11:14 +03:00
deadinsideandClaude Opus 5.5 548ebb8f1f FSR 4.1.1 on Vulkan: record the DLL under vkd3d-proton, replay it bit-exactly
tools/fsr4cap: fsr4cap.exe (MinGW) runs AMD's 4.1.1 upscaler DLL through the
FidelityFX API on D3D12 under umu-run/Proton and records every dispatch by
patching the D3D12 vtables (pipelines, root signatures, descriptors, uploads,
constants). capture_all.sh records 1080p..2160p and all quality ratios;
extract.py translates the 29 passes per (tier, model) with dxil-spirv
(+ --class-bindings, patch included; --mixed-float-dot-product as vkd3d-proton)
and checks the replay rules against every capture.

fsr411/fsr411.cpp: plain-Vulkan replay (reflection, push descriptors, roles by
resource name, constants as the DLL computes them). fsr4-bench --fsr411 runs
it; verify.sh compares it with the DLL on the same inputs: bit-exact over 8
frames for 1080p, 1440p, 2560x1080 and 2160p, both models. 1600x900 differs
only where the DLL itself races (right edge).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-01 06:44:02 +03:00
deadinsideandClaude Opus 5.5 488aacdf4c docs: FSR 4.1.1 reconnaissance (plain int8 DXIL, dxil-spirv translates it; capture-and-replay plan)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-01 06:01:21 +03:00
deadinsideandClaude Opus 5.5 acbc6595bf FSR 4: fix the pass 11 data race behind left-edge flicker at 1080p output
Model pass 11 lets invocations past its 480-pixel input width (the
dispatch rounds up to 64) write output pixels 960..1023, which are the
first pixels of the next row: a race that made the 1080 tier's output
differ from run to run in a strip at the left edge. fsr4_pass11_guard.pl
returns early for them; fsr4_optimize.sh builds it for every preset into
fsr4_shaders/opt, and every pass is now loaded from opt/ when present.

The signed int8 unpack fix for spirv-cross output is shared
(Fsr4SpirvCrossFixes.pm) and covers all forms. fsr4_verify.sh: bit-exact
at 1440p/2160p, deterministic at 1080p.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-01 05:53:57 +03:00
deadinsideandClaude Opus 5.5 846e8e55af docs: FSR 4 A/B (CPU-bound now), WMMA prototype numbers; bench enables cooperative matrix
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-01 05:39:18 +03:00
deadinsideandClaude Opus 5.5 86dea1a25a FSR 4: post pass through shared memory (2.9 -> 0.8 ms at 4K), benchmark, pass profile
The v07 post pass stores each 2x2 block into three images one pixel at a
time; collecting the workgroup's 16x16 block in shared memory and storing
contiguous rows makes it 3.5x faster on RDNA3, bit-exact with the original
(tools/fsr4_verify.sh). tools/fsr4_optimize.sh builds the variants into
fsr4_shaders/opt (spirv-cross -> fsr4_post_lds.pl -> glslang), run.sh and
fetch_fsr4_assets.sh call it, vk_fsr4.cpp prefers them (BB_FSR4_OPT=0 off).

out/gpu/fsr4-bench runs FSR 4 outside the game; the provider (submodule,
local branch, patch in gpu/patches/fsr-vulkan) gains BB_FSR4_PROFILE and
BB_FSR4_STATS. No reactive mask work when FSR 4 is used.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-01 05:31:22 +03:00
deadinsideandClaude Opus 5.5 10f3a4a027 Scaled output: FSR 4 actually runs at 1440p/2160p
The UI pass was matched against the exact BB_RENDER_RES size, but the game
allocates its targets with an aligned height (1916x1080 for 1916x1078), so
RunScaled never ran: the jittered scene was shown stretched, without any
temporal resolve (flicker and shaking). Accept the alignment and take the
scene size from the scene constants.

RunScaled also created new image views every frame, which filled FSR 4's
eight-entry registry; use the cached views as Run does.

BB_DUMP_TRIGGER dumps the upscaler's input, motion vectors and output of a
few frames for offline checks. tools/restart.sh: line-buffered log.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-01 04:33:03 +03:00
deadinsideandClaude Opus 5.5 6e380ca11d docs: detailed report of the 30.09-01.10 work (Russian)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-01 03:48:20 +03:00
deadinsideandClaude Opus 5.5 9d0cf7f703 AppImage fixes: unpatched game binary, complete library closure, FSR 4 2160 models
The game binary found its GPU library through an rpath patchelf added, and the
fixup's RPATH shrinking dropped SDL3 and libstdc++ from it and corrupted the
non-PIE binary's symbol versions ("no version information available",
"undefined symbol: , version"). build.sh now links with $ORIGIN/gpu and the
package keeps the binary untouched (dontPatchELF).

The libraries the binaries were built against were not in the AppImage: Nix
only finds references to a derivation's inputs. appimage.sh lists the
binaries' RUNPATH store paths (packaging/runtime-paths.nix) and the package
takes them as inputs. Checked: the AppImage starts the game (--play).

fetch_fsr4_assets.sh fetches the 2160 tier too: FSR 4 needs it for the 1440p
and 2160p outputs ("missing ..._2160_pre.spv").

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-01 03:40:57 +03:00
deadinsideandClaude Opus 5.5 5e0f5c66a1 docs: crash fix, output resolution, effects, launcher, AppImage
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-01 03:30:01 +03:00
deadinsideandClaude Opus 5.5 8b8e3b45cd packaging/appimage.sh: expression path
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-01 03:29:43 +03:00
deadinsideandClaude Opus 5.5 b04cd1dcfb packaging/appimage.sh
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-01 03:29:06 +03:00
deadinsideandClaude Opus 5.5 43c5d269bf Launcher: effects, LOD, output resolution, --play; AppImage packaging
The launcher edits the same bbport.ini keys as the in-game menu (output_res,
effects, model_lod), uses BB_DATA_DIR when packaged, starts with an empty game
folder there, and --play starts the game with the saved settings without a
window (Steam Deck game mode).

packaging/default.nix packages the prebuilt binaries (stripped), scripts,
patches, FSR 4 models and the launcher with Python, GTK 4, libadwaita, icon
themes and Mesa's Vulkan drivers (VK_DRIVER_FILES: a host driver cannot load
into this closure's glibc). packaging/appimage.sh bundles it with
nix-appimage into dist/ (about 580 MB).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-01 03:28:55 +03:00
deadinsideandClaude Opus 5.5 644ec0fac1 Output resolution (1440p/2160p) and game effect switches
bbport.ini output_res (menu: "Разрешение вывода", applied by a restart): above
1080p the game is patched to render at the preset's size of the output (4K
Performance: 1916x1078, kept off 1920x1080, the size the UI composition takes
for the game's UI space) and the upscaler fills the output in the scaled path,
now also with FSR 4 (HDR output copied into the output-size UI image). The UI
keeps the game's 1920x1080 coordinates and is rasterized at the output size.
Larger scenes get the community heap patch and BB_DMEM_MB (direct memory
budget, default 5056 MiB, run.sh raises it to 9152). Checked: 1440p FSR 3 and
FSR 4 Quality, 4K FSR 4 Performance (~230 FPS), HUD in place.

Effects (menu and bbport.ini, applied by a restart through the community
patches): chromatic aberration, depth of field, motion blur, SSAO, the game's
AA, dynamic light shadows, screen space reflections (off by default), intro
skip and model LOD.

run.sh: BB_PREBUILT=1 uses installed binaries (no build, no nix-shell) and
BB_DATA_DIR keeps out/, user/ and bbport.ini in a writable directory.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-01 03:28:55 +03:00
deadinsideandClaude Opus 5.5 542f2d47fe Fix guest heap corruption with the draw pipeline: GPU idle after deferred fences
The GPU command thread signalled GPU idle as soon as it had decoded every
submission. The guest (sceGnmSubmitDone) takes that as its work being done
and frees the objects its end-of-pipe fence labels live in, while with
RecorderFences those fences were still queued on the Vulkan recording
thread. One guest thread then updated an object another had already freed
(free list next pointer 0x0000005300000000, guest fault at 0x263b8e7 after
13-17 min). Before GPU idle the pipe is now drained and the deferred signals
waited for. Same for compute queue WriteData/ReleaseMem and the graphics
opcodes that drain the pipe. 30 min soak without the fault (it crashed in
all 7 earlier runs without a write log).

BB_WRITE_LOG=2 logs the fence and WriteData targets where stage A decodes
them (off the write path, which BB_WRITE_LOG=1 slows enough to hide such
races) and the crash dump prints the faulting block and the logged writes
into it; that located the labels in the freed objects.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-01 02:49:22 +03:00
deadinsideandClaude Opus 5.5 dca297b927 GTK4 launcher; run.sh: BB_GAME_DIR
launcher/bb-launcher.sh starts a libadwaita window (nix-shell launcher/shell.nix when
PyGObject, GTK 4 or libadwaita are missing): the game folder, save folder and
language; output resolution, fullscreen, present mode, HDR; the upscaler settings
of bbport.ini; frame rate patch and limit; draw pipeline and readbacks; MangoHud,
frame stats, GPU profile, Vulkan validation and extra variables. It runs run.sh
in its own process group, shows the output and stops the game.

run.sh takes the game folder from BB_GAME_DIR (default ../CUSA03173) and checks
for eboot.bin.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-01 01:46:41 +03:00
deadinsideandClaude Opus 5.5 ffe4948c29 docs: roadmap note on the open crash
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 18:27:49 +03:00
deadinsideandClaude Opus 5.5 1ce0101dcc tools: restart.sh, press.sh, soak.sh for scripted runs
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 18:27:39 +03:00
deadinsideandClaude Opus 5.5 3b818cd497 docs: open issue — guest heap corruption with the draw pipeline; soak.sh
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 18:27:29 +03:00
deadinsideandClaude Opus 5.5 15bdcc6b75 BB_WRITE_LOG=1: log GPU-side writes to guest memory, dump them on a guest fault
A ring of the writes the GPU emulation makes to guest memory (fences,
WriteData, everything through TryWriteBacking: buffer and image downloads),
with a scan for the qword found in the corrupted heap free list
(0x0000005300000000). On a guest fault the registers and the logged writes
near them are printed. With the log on, a 20 min run did not hit the fault.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 18:27:16 +03:00
deadinsideandClaude Opus 5.5 c8246de7b0 Guest-visible writes wait for fences deferred to the recording thread
With RecorderFences the end-of-pipe fence is written by the Vulkan
recording thread after the copies before it, while WriteData, end-of-shader
fences and the flip interrupt on the draw recording thread could overtake it.
They now first wait for the deferred signals (Scheduler::WaitDeferredSignals;
toggle bit 49 turns it off). No measurable cost (140.2 vs 139.9 FPS).

Written while chasing a guest heap corruption (free list next pointer
0x5300000000, guest offset 0x263b8e7) after ~14 min of play with the draw
pipeline; this does not fix it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 17:44:49 +03:00
deadinsideandClaude Opus 5.5 8dc97d9e6a BB_PRESET_FILE: switch the upscaler preset from a file (scripted tests)
The in-game menu reads SDL events, which scripted runs cannot send. The file
holds a preset number and is read about once a second; while it is set it
overrides menu changes. Used to check live preset switches with the scene
proxies sampled directly (4 -> 1 -> 0 -> 2 -> 3 -> 4 -> 1 -> 4: no errors,
screenshots fine).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 16:22:45 +03:00
deadinsideandClaude Opus 5.5 684159567b Texture set memo: remember scene proxy bindings
Sets with a proxied image were never remembered, so the lighting passes
went through the slow binding path (texture set misses 11k -> 48k per 5 s).
Entries now record that they sampled the proxy; a hit requires the proxy to
still hold the current content and the proxies to be unchanged
(SceneTargets::Generation, bumped when a preset change recreates them) and
only redoes the layout transition. Misses back to 11k; GPU busy unchanged
(4.87 vs 5.01 ms without proxy sampling).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 16:18:53 +03:00
deadinsideandClaude Opus 5.5 bc409a5a4e docs: roadmap note on presets and GPU load
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 16:14:08 +03:00
deadinsideandClaude Opus 5.5 441ab6297e docs: third round of the draw pipeline work, scene resolution findings
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 16:13:58 +03:00
deadinsideandClaude Opus 5.5 b3b41d8bc8 Scene resolution: sample scene proxies directly; GPU profile marks for transfers
Passes that sampled a reduced G-buffer/HDR target made the scene proxy be
resampled to the native size first (about 25 resolves per frame, 0.4 ms of
GPU time at FSR4 Ultra Performance); the lighting passes caused most of them.
The shader recompiler now marks images read by anything other than
normalized sampling without offsets (ImageResource::needs_native: texel
loads, size queries, offsets); the other sampled bindings of a proxied image
read the proxy when it holds the current content. GPU busy 5.02 -> 4.86 ms,
identical screenshots. Toggle bit 48 (SampleSceneProxies) turns it off.

The Info layout changed: shader meta version 7 and pipeline key version 5,
so the shader and pipeline caches are rebuilt once on the first start.

BB_GPU_PROFILE now also labels image uploads, downloads and scene proxy
resolves/fills (nested: the interrupted label continues after them), and a
dispatch's label starts after its resource binding.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 16:07:15 +03:00
deadinsideandClaude Opus 5.5 3d967ed57e Scene resolution: check only the pass's own color slots
The reduced-size decision looked at all eight cb_descs slots, but only those
below the width of the mrt mask belong to the pass; the rest keep earlier
passes' targets. In the lighting passes these were the G-buffer images the
pass samples (bound), so the light accumulation passes stayed at 1920x1080
at every preset. Now they render at the scene size like the G-buffer
(identical screenshots; GPU busy 5.11 -> 4.96 ms at FSR4 Ultra Performance).
Toggle bit 47 (SceneAttachmentsOnly) restores the old check.

BB_SCENE_DEBUG=<file>: touching the file prints, for the next frame, each
scene pass with the reason it keeps the native size.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 14:59:29 +03:00
deadinsideandClaude Opus 5.5 6559b735d2 Motion history: open-addressing per-frame tables
The six per-frame tables of Motion::History were std::unordered_maps cleared
every frame: a node allocation per insert (four per stored draw) and a free
per node at the frame end. FlatMap clears by generation. Same statistics,
motion-history-test passes (with asserts).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 14:44:45 +03:00
deadinsideandClaude Opus 5.5 2187477238 Texture set memo: 32768 slots
A quarter of the texture set misses were slot collisions of the 8192-entry
table (37k -> 11k misses per 5 s): +1.3% FPS.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 14:24:37 +03:00
deadinsideandClaude Opus 5.5 ee27101245 Check pending GPU writes without pruning them on every buffer
Stage A pruned the finished entries and recomputed the bounds on every
constant buffer inside the bounds; it now prunes every 64th check and only
tests the overlapping entries (PendingWriteOverlaps 7.5% -> 3.6% of stage A).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 14:15:06 +03:00
deadinsideandClaude Opus 5.5 18bd5ada1b Pipeline indirect draws and dispatches; drain wait statistics per site
DrawIndirect*/DispatchIndirect select the pipeline on the GPU command thread
and hand the recording (argument buffer lookup and the indirect command) to
the draw recording thread instead of draining it: +1.4% FPS. Toggle bit 46
(PipelinedIndirectDraws) restores the drain.

Frame stats now also print how long stage A waited per drain reason and per
drain call site.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 14:03:33 +03:00
deadinsideandClaude Opus 5.5 4e97d1b90a Merge overlapping pending GPU writes and bound the overlap check
Stage A kept one deque entry per written buffer per draw and scanned all of
them for each constant buffer. Entries for overlapping ranges now merge and
the scan is skipped outside the pending bounds: ~134 -> ~140 FPS.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 13:37:56 +03:00
deadinsideandClaude Opus 5.5 a909ca345f EmitVertexBuffers: record only the used vertex input entries
The commands captured the whole 32-entry static vectors (bindings, attributes, buffers,
offsets, sizes, strides: ~3 KiB per draw copied into the recording chunk); now only the used
entries go into the chunk as record data.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 13:19:09 +03:00
deadinsideandClaude Opus 5.5 bddfdcba5c Stage B: no per-draw locks for stamps, display buffers, pending ops; proxy flag
- ConstantRing stamps go through a lock-free SPSC ring, merged per submission tick.
- FrameCapture::IsDisplayBuffer reads an atomic list (every draw asked under a mutex).
- Scheduler::PopPendingOperations checks an atomic count before taking its lock.
- Images carry scene_proxy: SceneTargets::NativeAccess skips its hash lookup for the images
  that never had a reduced-size proxy (every layout transition asked).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 13:15:31 +03:00
deadinsideandClaude Opus 5.5 14906f8bf6 Copy shader HLE: merge copies within 64 KiB instead of 64 MiB
Each merged batch synchronizes its whole range; the guest's copies are a few KiB spread over up
to 57 MiB. GPU time of the copy shader 1.5 -> 0.6 ms/frame, GPU busy 85% -> ~77%, frame rate
not lower. BB_COPY_MERGE_KB overrides it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 13:09:48 +03:00
deadinsideandClaude Opus 5.5 e7d36663e4 Texture set memo: stages bind remembered textures by their T# hashes
A stage's resolved sampled images are kept per prepared T# hashes (8192 slots, up to 16
images); a hit redoes only the per-draw effects and the descriptor writes. 84% hits, +5.6%
(128.6 vs 121.8 FPS). Toggle 1 << 45. Samplers are bound as before (BindSamplers).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 12:54:09 +03:00
deadinsideandClaude Opus 5.5 de08647ff7 Render state memo: draws continuing an open pass skip BeginRendering
The previous draw's render state is reused when the same pass is still open and the inputs
(targets, views, attachment key, scaling/redirect state, registry generation, depth control)
match, with no clear requested and no target sampled by the draw. 90% hits, +9% (122.1 vs
111.8 FPS). Toggle 1 << 44.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 12:39:46 +03:00
deadinsideandClaude Opus 5.5 5581719007 FSR 4 at Native AA: cached input views, abandoned frames retired
The upscaler created new views of the scene color and depth every frame; FSR 4 registers
external images by view in a registry of eight, which filled at Native AA ("external image
registration failed", VK_ERROR_OUT_OF_POOL_MEMORY). A frame begun before that failure was never
retired, so every later BeginFrame failed ("no free provider frame", in fact
VK_ERROR_VALIDATION_FAILED_EXT) and FSR 4 stayed off.

- TemporalUpscaler::CachedView keeps the views across frames (by image, uid, format, aspect).
- vk_fsr4: frames that record nothing after BeginFrame go to the retire queue; the registration
  error names the image and the VkResult.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 12:30:51 +03:00
deadinsideandClaude Opus 5.5 d927a7abbe GPU profiler (BB_GPU_PROFILE) and the copy shader HLE as one compute dispatch
- vk_gpu_profiler: timestamps at render passes, dispatches, upscaler runs and submission ends;
  GPU ms per frame by label every 5 s.
- The guest copy shader's ~1024 small ranges per dispatch run as one dispatch of
  buffer_multi_copy.comp instead of a vkCmdCopyBuffer with that many regions (toggle 1 << 43).
- Frame stats: reduced-size scene draws per frame.
- Docs: where the GPU time goes and why presets barely change it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 12:24:08 +03:00
deadinsideandClaude Opus 5.5 f455837357 Draw pipeline: constant ring on the GPU thread, memory writes in order on stage B
- Small read-only guest buffers and flattened user data are copied by stage A into a ring of
  its own (vk_constant_ring.h); stage B only binds them. Reuse follows the submission tick stage
  B stamps; buffers overlapping pending GPU writes stay with stage B. +11%.
- WriteData, DmaData, the flip IRQ and FilterDraw's special draws run in order on stage B.
- 64-bit toggle mask: the pipeline's toggles move to bits 32-42 (bits 20-29 are raw debug
  toggles of the motion vectors and the upscaler).
- BB_PIPE_VERIFY re-walks resource tables on stage B (fault-guarded).
- Frame stats: draws in reduced scene targets per frame.
- Docs: GPU time per frame by upscaler preset.

Whole pipeline A/B: 110.9 vs 83.9 FPS (+32%).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 11:36:36 +03:00
deadinsideandClaude Opus 5.5 13486e5af2 Two-stage draw pipeline: draws and dispatches recorded on a second thread
The GPU command thread decodes PM4, keeps the registers and selects pipelines; direct draws and
dispatches go as packets (changed register blocks, stage user data snapshots, draw parameters)
to bb:DrawRec, which keeps its own register copy and runs the rest of the draw with the caches,
barriers and recording. Other packets and rasterizer calls on the GPU thread drain it first.

- Rasterizer::Regs()/CbExtent()/CsRegs() and Shader::Info::UserData()/FlatUserData()/
  ProgramBase() read the recording thread's copies there.
- EOP/EOS run in order on the recording thread; the EOP fence is signalled by the Vulkan
  recording thread after the queued guest copies; WaitRegMem on a handed-over fence value is met
  without waiting; prepared submissions are kept alive instead of a drain.
- Faults on the recording thread are handled inline like on the GPU thread.
- BB_PIPE_VERIFY=N checks the register copy against the full file every Nth packet.
- Default on with 8+ hardware threads (BB_DRAW_PIPE); toggles 1<<25..1<<29.

Hunter's Nightmare, standing, FSR 4: 96.1 vs 80.6 FPS (+19%) on 16 threads, 83.8 vs 71.0 FPS
(+18%) on 4 cores / 8 threads.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 10:10:21 +03:00
deadinsideandClaude Opus 5.5 efb428dba5 GPU thread: texture binding helper (opt-in), view memo, wait diagnostics
- Texture binding helper thread (bb:TexBind, BB_TEXTURE_HELPER=1, toggle 1 << 22): textures of
  a draw bound while the GPU thread binds buffers and resolves vertex/index buffers (split
  into Resolve/Emit, toggle 1 << 23). Correct but neutral on 16 threads (per-draw data moves
  between cores), so opt-in; findings in docs/parallel_gpu.md.
- FindView memo in the image description cache (1 << 21) and write prefetch in record chunks
  (1 << 20): +0.9% together.
- Format validity table instead of magic_enum::enum_contains; hot Image fields ahead of
  ImageInfo.
- Frame stats: GPU thread idle share and time blocked on the recorder, host copies, copy
  threads and GPU ticks.
- Fix: draw-preparation workers asserted in SurfaceFormat on a V# the guest was still
  writing (TrySurfaceFormat).
- BB_PAD_FILE: scripted pad input for automated runs; ab.sh: A/B of a toggle bit in a
  running game.
- Tests build again (runtime_restart stub, _GNU_SOURCE for content-test).
- ROADMAP: status as of 30.09.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 06:10:47 +03:00
deadinsideandClaude Opus 5.5 37c8eacb8b FSR 4 INT8, object motion vectors, live scene resolution, LTO/PGO
- FSR 4 (FSR-Vulkan v07 INT8) provider with per-preset models and FSR 3.1 fallback;
  fetch_fsr4_assets.sh downloads the shader set
- Object motion vectors: previous-frame vertex positions for skinned G-buffer draws,
  extra motion target, index range cache
- Live preset switching through reduced scene targets; depth/stencil copied by a
  fragment shader where D32S8 has no blit (RADV)
- GPU thread: cached format properties, recording through Scheduler::Record,
  lock-free UpdateImage fast path
- LTO and PGO builds of libbbgpu (BB_PGO, BB_LTO)
- Wine memory bridge test for a future XeSS helper
- Tests for motion history, scene resolution, UI composition, patches; status docs

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 04:03:52 +03:00
deadinsideandClaude Sonnet 5 ac9fe90ae5 Fix dynamic preset switching and reactive mask display
- Fix debug_view not being saved to bbport.ini
- Enable live preset switching on RX 7800 XT without D32S8 blit support
  - Fallback: clear UI depth instead of copying when blit unsupported
  - Remove BB_LIVE_SCALING_UNSUPPORTED checks
- Update menu: remove restart requirement for preset changes
- Only object_motion still requires restart

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-27 23:52:40 +03:00
deadinsideandClaude Opus 5.5 007e426cc3 docs: roadmap (done, known issues, plan)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 03:59:16 +03:00
deadinsideandClaude Opus 5.5 ff221f757a Upscaler presets: render resolution patch from the preset, FSR on the tonemapped frame before the UI, UI and display pass redirected to output-size images; restart button
patches.py derives the render resolution patch from the community 720p patch. The mode is
fixed per session (switching recreated the FSR context every frame). Redirected views mirror
the game's view format and swizzle (sRGB, BGRA).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 03:56:47 +03:00
deadinsideandClaude Opus 5.5 98bd975c7f In-game settings menu (ImGui, Insert / L3+R3), bbport.ini settings; FSR reactive mask (opt-in)
The upscaler, preset, sharpening, jitter and reactive mask are run-time settings read every
frame. The reactive mask compares the scene color before the first blended draw without depth
writes with the color before the fog composite; off by default (worse on Bloodborne's mist).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 03:25:42 +03:00
deadinsideandClaude Opus 5.5 1150ccff4b Upscaler: BB_FSR_SHARPNESS (default 0.3); docs: upscaler status
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 02:52:55 +03:00
deadinsideandClaude Opus 5.5 ef122f494c Upscaler: toggle 1 << 26 flips the jitter sign given to FSR (convention check)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 02:49:41 +03:00
deadinsideandClaude Opus 5.5 1ae795fad3 Upscaler: sub-pixel jitter of scene geometry through the viewport (Halton 2,3, 8 phases)
BB_JITTER=0 or toggle 1 << 25 disables it; FSR receives the same offset.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 02:46:27 +03:00
deadinsideandClaude Opus 5.5 d02406d9a4 Upscaler: write back RGB only, keeping the scene color's alpha
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 02:38:17 +03:00
deadinsideandClaude Opus 5.5 bd74969e38 Upscaler: struct sizes of the absent optional inputs
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 02:35:46 +03:00
deadinsideandClaude Opus 5.5 256a1dfec4 Record the FSR-Vulkan submodule URL
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 02:33:30 +03:00
deadinsideandClaude Opus 5.5 040370305a Temporal upscaler: FSR 3.1 (FireBurn/FSR-Vulkan submodule) on scene color, BB_UPSCALER=fsr3
Runs before the post-processing combine compute shader with the scene depth and camera
motion vectors, 1:1 (anti-aliasing mode); the result replaces the scene color. Toggle
1 << 24 switches it off at run time. Enables shaderStorageImageWriteWithoutFormat.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 02:33:21 +03:00
deadinsideandClaude Opus 5.5 446a7958dd Camera motion debug: reprojected previous frame and error map (toggles 1<<22, 1<<23)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 02:22:16 +03:00
deadinsideandClaude Opus 5.5 d85b60df3a Camera motion: inverse view at float 180, view z sign (zo < 0)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 02:18:07 +03:00
deadinsideandClaude Opus 5.5 939cdf319f Camera motion debug: raw depth / view z modes (toggles 1<<20, 1<<21), matrix log
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 02:16:08 +03:00
deadinsideandClaude Opus 5.5 9abdd442ac Camera motion: main camera from G-buffer draws only (shadow passes use the same layout)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 02:13:35 +03:00
deadinsideandClaude Opus 5.5 8ea881874d Camera motion vectors from depth and the scene camera; BB_DEBUG_MOTION=1 overlay
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 02:10:30 +03:00
deadinsideandClaude Opus 5.5 aaad559bf9 docs: Bloodborne frame analysis and upscaler plan
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 02:05:44 +03:00
deadinsideandClaude Opus 5.5 eedfdc79e7 Frame analyzer: frame boundaries from the pass writing a display buffer (flips run a frame behind)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 02:03:20 +03:00
deadinsideandClaude Opus 5.5 3e26d51f09 Frame analyzer: dump bound constants (first 1 KiB) of small passes and first draws
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 02:00:46 +03:00
deadinsideandClaude Opus 5.5 ade083166e Frame analyzer: BB_CAPTURE_TRIGGER records one frame's passes, targets, shaders and textures
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 01:49:39 +03:00
deadinsideandClaude Opus 5.5 88e9835b41 Present queued flips as soon as they arrive (within the frame limit), not on the next vblank tick
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 01:40:50 +03:00
deadinsideandClaude Opus 5.5 7c884cd9ae Frame pacing: 480 Hz vblank with a frame limit at the display rate (<=120) for uncapped presets
Frames below the display rate alternated 10/20 ms at 100 Hz vblank (judder); a finished
frame is now shown within ~2 ms. BB_FPS_LIMIT overrides the limit.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 01:36:38 +03:00
deadinsideandClaude Opus 5.5 91207567fd Small guest copies back on the recording thread (no wakeups), large uploads on the copy threads
Fences wait for both. Toggle 524288 batches small copies for the copy threads instead.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 01:25:04 +03:00
deadinsideandClaude Opus 5.5 655a8f9168 Toggle 524288: large copy batches (A/B against small ones in one run)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 01:20:21 +03:00
deadinsideandClaude Opus 5.5 e937b4cdf8 Copy batches: 32 items / 64 KiB (BB_COPY_BATCH), done before fences instead of on the GPU thread
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 01:17:04 +03:00
deadinsideandClaude Opus 5.5 a6fd94b044 Async end-of-pipe fences opt-in (BB_ASYNC_FENCES=1): slower in Hunter's Nightmare (79 vs 83 FPS)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 01:09:19 +03:00
deadinsideandClaude Opus 5.5 4900c71ab4 GPU: end-of-pipe fences are written by the copy threads once earlier copies finish
The GPU thread no longer waits for guest copies at every fence (8.5% of its time);
fences keep their order and follow the copies they cover. Toggle 262144 waits instead.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 01:04:45 +03:00
deadinsideandClaude Opus 5.5 dc65cec181 GPU thread: no clock reads per draw (draw prep stats, pending-op polling), per copy or per fence
__vdso_clock_gettime was 8.5% of the GPU thread.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 00:57:14 +03:00
deadinsideandClaude Opus 5.5 983dcbc997 Copy pool: a waiting thread runs its own pending batch instead of handing it over
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 00:53:40 +03:00
deadinsideandClaude Opus 5.5 e9421c2318 Diagnostics: drop per-copy CPU/rusage sampling; timers only with BB_FRAME_STATS=1
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 00:50:06 +03:00
deadinsideandClaude Opus 5.5 00a9d241d1 docs: streaming stutter findings
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 00:46:42 +03:00
deadinsideandClaude Opus 5.5 85bb14f290 Staging pool: keep 512 MiB of upload blocks, 30 s idle lifetime, populate at startup
First CPU access to a new block makes the kernel allocate and clear it (~2 ms per 16 MiB);
blocks trimmed between streaming bursts made copies run at 0.3 GB/s.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 00:44:26 +03:00
deadinsideandClaude Opus 5.5 96094898b3 Stall diagnostics: kernel time and page faults inside large guest copies
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 00:41:22 +03:00
deadinsideandClaude Opus 5.5 99d32bde38 Stall diagnostics: CPU time of guest copies
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 00:38:20 +03:00
deadinsideandClaude Opus 5.5 9ab74295d4 Memory tracking with userfaultfd write-protection (BB_UFFD=1); file reads pre-touch destinations
Reads into write-protected guest pages failed with EFAULT (kernel copies do not reach the
fault handler); a user-mode write per page first unprotects them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 00:34:49 +03:00
deadinsideandClaude Opus 5.5 132284ba39 Stall diagnostics: fault handler time (read/write)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 00:29:38 +03:00
deadinsideandClaude Opus 5.5 4474829df2 Stall diagnostics: process page faults, guest copy throughput
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 00:26:28 +03:00
deadinsideandClaude Opus 5.5 2c099161e6 GPU: texture staging copies on the copy threads (1 MiB chunks)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 00:22:58 +03:00
deadinsideandClaude Opus 5.5 329f2e09db GPU: small guest copies batched per thread (one copy-thread wakeup per ~512 KiB)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 00:19:58 +03:00
deadinsideandClaude Opus 5.5 f533ba8919 GPU: guest memory copies start at once on the copy threads (async), not on the recording thread
Fences the guest observes and queue submission wait for outstanding copies; the waiting
thread helps with them.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 00:16:15 +03:00
deadinsideandClaude Opus 5.5 758b560580 Fault window 256 KiB by default (half the write faults); stall diagnostics: host copy waits
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 00:12:19 +03:00
deadinsideandClaude Opus 5.5 bee83700fb Stall diagnostics: protection calls and pages
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 00:06:07 +03:00
deadinsideandClaude Opus 5.5 0e479face3 Draw preparation: keep worker Infos in a node-based map
Stages point at flattened user data inside these Infos; a robin_map rehash while a
later stage of the same draw was inserted moved them (startup crash in WorkerLoop).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-26 00:01:18 +03:00
deadinsideandClaude Opus 5.5 0919dde2cc GPU: large guest memory copies split across copy threads (streaming stutter)
Toggle 131072 keeps them on the calling thread; BB_COPY_THREADS sets the pool size.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 23:59:28 +03:00
deadinsideandClaude Opus 5.5 65871ec9df Draw preparation: recover from faults while reading guest memory ahead of the GPU thread
A worker lagging behind may follow register pointers into memory the guest already
reused; the fault handler jumps back to a recovery point and the draw is left to the
GPU thread.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 23:52:11 +03:00
deadinsideandClaude Opus 5.5 3c3bd8d7be Stall diagnostics: GPU thread page faults and protection faults
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 23:48:12 +03:00
deadinsideandClaude Opus 5.5 dc766ef41d Stall diagnostics: time in residency, protection, image creation/refresh, staging
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 23:44:57 +03:00
deadinsideandClaude Opus 5.5 73e0beb3e8 Stall diagnostics: draws, dispatches, submissions, GPU thread user/kernel time and switches
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 23:38:47 +03:00
deadinsideandClaude Opus 5.5 44e2620444 Stall diagnostics: per long frame, GPU thread CPU time and upload volumes (BB_FRAME_STATS)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 23:30:10 +03:00
deadinsideandClaude Opus 5.5 2720368ffa GPU: deferred guest copies complete before fences and labels the guest observes
The guest reuses a buffer once it sees the fence after the draw that used it; copies
on the recording thread could run later and pick up the next frame's data (UI flicker).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 23:23:16 +03:00
deadinsideandClaude Opus 5.5 5f84bf88be Follow the display refresh rate up to 120 Hz (timing breaks above ~120 FPS)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 22:56:50 +03:00
deadinsideandClaude Opus 5.5 2ae28fe115 Readbacks Relaxed by default (vertex explosions, community fix)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 22:38:26 +03:00
deadinsideandClaude Opus 5.5 61e6197101 GPU: FindView checks the last returned view first
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 22:32:14 +03:00
deadinsideandClaude Opus 5.5 b01220d319 docs: GPU thread results
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 22:29:16 +03:00
deadinsideandClaude Opus 5.5 b497faca55 GPU: 2-way texture description cache, same-target fast path, cheaper LRU touch, no per-texture meta lookup
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 22:26:03 +03:00
deadinsideandClaude Opus 5.5 ccbc12aaf5 docs: fault window results
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 22:20:03 +03:00
deadinsideandClaude Opus 5.5 eab5c93a28 GPU: unprotect the 64 KiB window around a guest write fault
Toggle 65536 disables it; BB_FAULT_WINDOW sets the size in KiB.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 22:17:10 +03:00
deadinsideandClaude Opus 5.5 b90a781f41 hot pages: opt-in via BB_HOT_PAGES=1 (too many pages re-uploaded, GPU timeout)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 22:13:38 +03:00
deadinsideandClaude Opus 5.5 98aaa223b9 hot pages: threshold 2 faults, 20 s period; count faults with the toggle off
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 22:11:31 +03:00
deadinsideandClaude Opus 5.5 1366635dc3 GPU: leave pages the guest keeps writing unprotected (hot pages), fault stats
Toggle 32768 disables it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 22:05:48 +03:00
deadinsideandClaude Opus 5.5 0b130f65b2 draw prep: copy command buffers outside the gfx queue lock
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 21:59:37 +03:00
deadinsideandClaude Opus 5.5 56a932f57b GPU: stream-buffer guest copies on the recording thread; texture bindings reference cached descriptions
Toggle 16384 keeps the copies on the GPU thread.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 21:56:07 +03:00
deadinsideandClaude Opus 5.5 b60d4d6eb7 docs: draw preparation results
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 21:39:53 +03:00
deadinsideandClaude Opus 5.5 e5d01b2b5c draw prep: fix empty user data append
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 14:59:36 +03:00
deadinsideandClaude Opus 5.5 6480dfa129 GPU: speculative draw preparation workers (parallel step 1)
Top-level graphics buffers are numbered and copied to worker threads that
replay register writes and pre-select graphics pipelines; the GPU thread
validates checksum, program hashes and user data before using them.
Toggle bit 8192 disables use of prepared draws.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 14:57:36 +03:00
deadinsideandClaude Opus 5.5 f4496e2580 Liverpool: graphics register packets applied through one function with a running checksum
The GPU thread and future draw-preparation workers share
ApplyGraphicsRegisterPacket; equal checksums at a draw mean equal register
files. Compute-queue writes into graphics SH registers perturb the checksum.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 14:48:53 +03:00
deadinsideandClaude Opus 5.5 9ca4bf4b26 Pipeline cache: selection state in PipelineSelection, passed explicitly
No behavior change: RefreshGraphicsKey/RefreshGraphicsStages/BuildRuntimeInfo/
GetProgram take the selection (registers and working state) as a parameter,
so draw-preparation workers can run them with their own register copies.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 14:45:28 +03:00
deadinsideandClaude Opus 5.5 61d402cac3 docs: parallel GPU command processing design and measurements
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 12:03:46 +03:00
deadinsideandClaude Opus 5.5 c35372c574 BB_DCB_STATS: read-only statistics of graphics command buffer structure
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 11:59:31 +03:00
deadinsideandClaude Opus 5.5 413cd5c6bb Revert shader specialization memo
Building the address-free key re-read every sharp and cost more than the
StageSpecialization it replaced (A/B: 54.7 FPS with it, 57.1 without).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 11:52:02 +03:00
deadinsideandClaude Opus 5.5 21b7214ef5 Shader specialization memo: reuse the last permutation when address-free resource inputs match
Toggle 4096 in BB_TOGGLE_FILE.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 11:49:26 +03:00
deadinsideandClaude Opus 5.5 464ff77c8e Memoize texel-buffer image misses and render/depth target lookups
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 11:43:57 +03:00
deadinsideandClaude Opus 5.5 d43ed0cc27 Shader permutation lookup tries the last used first; texture memo drops a redundant locked LRU touch
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 11:37:28 +03:00
deadinsideandClaude Opus 5.5 585541611b Barrier tracking: 4 KiB read granularity; recorder spin reads the clock every 256 pauses
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 11:31:26 +03:00
deadinsideandClaude Opus 5.5 da035884d6 Dynamic state: record each changed state as its own small command
Copying the whole DynamicState into the recording chunk per draw was ~11%
of the GPU thread; CommitWith emits one closure per dirty value instead.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 11:23:36 +03:00
deadinsideandClaude Opus 5.5 965e083251 Texture binding memo: reuse FindImage results per T# while image registrations are unchanged
Toggle 1024 in BB_TOGGLE_FILE.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 11:16:44 +03:00
deadinsideandClaude Opus 5.5 f580810215 README: current optimizations, toggles and the sound hack
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 11:13:07 +03:00
deadinsideandClaude Opus 5.5 7ec5ba1988 Buffer uploads on the recording thread; barrier tracker insert memo
- UploadCopies records the guest-memory copy into staging as a host
  operation before the transfer (toggle 256).
- Runtime::AccessBuffer skips re-inserting ranges already inserted since the
  last barrier flush (toggle 512).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 11:10:04 +03:00
deadinsideandClaude Opus 5.5 454d543749 FindImage cache: better hashing, exact matches survive registry changes; push descriptors laid out in recording chunks
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 11:04:50 +03:00
deadinsideandClaude Opus 5.5 e2f6eedc53 GPU front end: lock-free upload check, FindImage cache, fewer dynamic state copies
- Read-only buffer bindings skip the region lock when no page in range is
  CPU-modified (the mutex was ~8% of the GPU thread).
- TextureCache::FindImage results are cached until an image is registered
  or unregistered.
- DynamicState::Invalidate sets named flags only and AnyDirty ignores flags
  Commit defers, so the state is no longer copied into every draw.
- Toggles 64 and 128 in BB_TOGGLE_FILE.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 10:54:02 +03:00
deadinsideandClaude Opus 5.5 6078ddb00e Recorder: shorter pre-sleep spin on machines with few hardware threads
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 10:44:58 +03:00
deadinsideandClaude Opus 5.5 e28fd0293a Bloodborne sound hack: set the audio flag at 0x204E of the game data save
From rainvmaker's hack in the Diegolix29 shadPS4 fork; with the flag clear
parts of the game's audio (the player's weapon sounds) never play.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 10:43:43 +03:00
deadinsideandClaude Opus 5.5 98b2e243c2 README: threaded recording, texture cache, runtime optimization toggles
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 10:37:51 +03:00
deadinsideandClaude Opus 5.5 aa52c504f2 Recorder: in-chunk storage for command data; bounded barrier tracking for multi-region copies
Copy regions and image barriers no longer allocate per recorded command
(heap traffic between the GPU and recorder threads on a single malloc
arena). HLE copy shaders with many regions test and track one bounding
range per buffer.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 10:34:24 +03:00
deadinsideandClaude Opus 5.5 5f564830ed Audio trace: sound file opens, read errors and Ajm job results (BB_AUDIO_TRACE=1)
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 10:27:35 +03:00
deadinsideandClaude Opus 5.5 1e2661da6e AudioOut: pace sceAudioOutOutputs once for all ports
FMOD feeds the main and BGM ports in one call; waiting a period per port
halved its output rate and starved both ports.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 10:22:00 +03:00
deadinsideandClaude Opus 5.5 6849d33cf1 Native Bloodborne loader with HLE runtime, shadPS4 video core and performance work
Includes FPS unlock patches, AudioOut pacing fix, rwlock memory table,
threaded Vulkan command recording and front-end caches.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-25 10:20:27 +03:00
1406 changed files with 478864 additions and 34430 deletions

No files matched your search

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# GitHub's language bar: this C++ table of game texts (its <?name?> placeholders) is not PHP.
gpu/bbnet20/bbsc/core/bbsc_messages.inc linguist-language=C++
gpu/bbnet20/bbsc/core/bbsc_translations.inc linguist-language=C++
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ko_fi: ayozetr
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name: Bug report
description: The game or the launcher does something wrong, crashes or does not start.
labels: [bug]
body:
- type: markdown
attributes:
value: |
Thanks for reporting. Before you start, [docs/TROUBLESHOOTING.md](https://github.com/ayozetr/bloodborne_linux/blob/main/docs/TROUBLESHOOTING.md) covers the common problems.
Only your own dump of the game with the 1.09 update is supported. Do not ask for or link game files.
- type: input
id: version
attributes:
label: Version
description: The launcher's **About** page shows it, with the build of a test build; so does the first line of the log.
placeholder: 0.51-linux.2
validations:
required: true
- type: dropdown
id: install
attributes:
label: How you run it
options:
- AppImage
- From source (run.sh / the launcher in a checkout)
- Steam Deck (AppImage)
validations:
required: true
- type: input
id: system
attributes:
label: Distribution, GPU and driver
placeholder: CachyOS, RTX 3060, NVIDIA 580.95 / Fedora 43, RX 7800 XT, Mesa 25.2
validations:
required: true
- type: input
id: graphics
attributes:
label: Upscaler, preset and output resolution
description: From the launcher's **Settings** page or the in-game menu (Insert / L3+R3).
placeholder: FSR 3.1, Quality, 2560x1440
- type: textarea
id: what
attributes:
label: What happened
description: What you saw, and what you expected instead. Screenshots or a short video help.
validations:
required: true
- type: textarea
id: steps
attributes:
label: How to make it happen
description: Where in the game, and what you did right before. Say if it happens every time.
placeholder: |
1. Load the save at the Cathedral Ward lamp
2. Walk towards Old Yharnam
3. The game closes during the load
- type: dropdown
id: online
attributes:
label: Online
options:
- Offline
- Online, shadPS4's public server
- Online, my own server
- type: textarea
id: log
attributes:
label: Log
description: |
In the launcher's **Log** page, **Export log…** and drag the file here (or **Copy** and paste it).
Do not paste your shadNet password or your trophy key anywhere in the issue.
placeholder: Drag the exported log here.
validations:
required: true
- type: checkboxes
id: checks
attributes:
label: Checks
options:
- label: I use my own dump of Bloodborne with the 1.09 update.
required: true
- label: I searched the existing issues for the same problem.
required: true
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blank_issues_enabled: false
contact_links:
- name: Troubleshooting
url: https://github.com/ayozetr/bloodborne_linux/blob/main/docs/TROUBLESHOOTING.md
about: The common problems and what to do, before opening an issue.
- name: Online play and your own server
url: https://github.com/ayozetr/bloodborne_linux/blob/main/docs/ONLINE.md
about: Accounts, the connection test, summons and the private server guide.
@@ -0,0 +1,21 @@
name: Feature request
description: Something the port or the launcher could do.
labels: [enhancement]
body:
- type: textarea
id: what
attributes:
label: What you would like
description: What it should do, and when you would use it.
validations:
required: true
- type: textarea
id: why
attributes:
label: Why
description: What it solves for you, or what you do today instead.
- type: textarea
id: elsewhere
attributes:
label: Seen elsewhere
description: Another port, fork or mod that already has it (a link helps a lot).
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out/
__pycache__/
user/
*.mp4
bbport.ini
fsr4_shaders/
pgo/
*.png
last_run.log
dist/
packaging/runtime-paths.nix
fsr4_411/
vkd3d-proton.cache
tools/fsr4cap/*.exe
perf.data
# Local leftovers: patch backups, generated SPIR-V, analysis outputs, test saves and routes
*.orig
/*.spv
/1060/
/docs/savedata_route/
/docs/route*.txt
/docs/route_run.log
/bloodborne_upscalers_*.md
mods.json
patches.json
# Local: game logs, messages and archives from users, internal plans
/logs/
/message*.txt
/*.zip
/docs/ISSUE_ACTION_PLAN_*.md
# AMD FidelityFX DLLs (FSR 4.1.1 is built from the user's own): never in the repository
*.dll
# The mods folder of runs from source (the launcher's default, DATA_DIR/mods), and the list of the
# last run's mods
/mods/
/mods.last
# Game files and dumps: never in the repository
eboot.bin
param.sfo
*.pkg
*.dcx
*.7z
/CUSA*/
# The launcher's icon (shipped)
!launcher/bloodborne.png
# The players' guide, built by mkdocs (mkdocs.yml)
_site/
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[submodule "gpu/third_party/fsr-vulkan"]
path = gpu/third_party/fsr-vulkan
url = https://github.com/FireBurn/FSR-Vulkan.git
# build.sh applies gpu/patches/fsr-vulkan to its working tree
ignore = dirty
[submodule "gpu/third_party/imgui"]
path = gpu/third_party/imgui
url = https://github.com/ocornut/imgui.git
[submodule "third_party/LibAtrac9"]
path = third_party/LibAtrac9
url = https://github.com/Thealexbarney/LibAtrac9.git
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@@ -1,951 +0,0 @@
<!doctype html>
<html lang="en" class="no-js">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width,initial-scale=1">
<meta name="description" content="How to install, play online and fix problems with the Linux port of Bloodborne.">
<link rel="icon" href="/bloodborne_linux/assets/images/favicon.png">
<meta name="generator" content="mkdocs-1.6.1, mkdocs-material-9.8.0">
<title>Bloodborne for Linux</title>
<link rel="stylesheet" href="/bloodborne_linux/assets/stylesheets/main.57a0d79d.min.css">
<link rel="stylesheet" href="/bloodborne_linux/assets/stylesheets/palette.fb2fffe2.min.css">
<link rel="stylesheet" href="/bloodborne_linux/stylesheets/hunters-dream.css">
<script>__md_scope=new URL("/bloodborne_linux/",location),__md_hash=e=>[...e].reduce(((e,_)=>(e<<5)-e+_.charCodeAt(0)),0),__md_get=(e,_=localStorage,t=__md_scope)=>JSON.parse(_.getItem(t.pathname+"."+e)),__md_set=(e,_,t=localStorage,a=__md_scope)=>{try{t.setItem(a.pathname+"."+e,JSON.stringify(_))}catch(e){}}</script>
<meta name="darkreader-lock">
</head>
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THIS PROJECT IS NOT RELATED TO SHADPS4. ALL QUESTIONS RELATED TO THIS PROJECT SHOULD BE SENT TO THE DISCORD SERVER https://discord.gg/KYZRKk9CB, NOT TO THE SHADPS4 SERVER.
# bbport — a native Linux and Windows port of Bloodborne
> This is the README of the original project (deadinside28/bloodborne_pc, version 0.7), kept for
> its technical details. The Linux fork's own README is [README.md](README.md).
bbport is the counterpart of Wine + DXVK for a single game: *Bloodborne* for PlayStation 4
(CUSA03173, game version 1.09) on an x86-64 PC with Linux or Windows 10/11 (since 0.7, see
[Windows](#windows)). The game's original executable runs directly on the PC:
- **as in Wine**, the game's x86-64 code runs on the CPU directly, and a runtime written for
this one game replaces the PS4 system libraries;
- **as in DXVK**, the game's graphics are translated to Vulkan — by the port's own renderer and
shader translator (they started from [shadPS4](https://github.com/shadps4-emu/shadPS4)'s and were
rewritten), including temporal upscaling with AMD FSR 3.1, FSR 4, FSR 4.1.1 and NVIDIA DLSS,
and DLSS Frame Generation;
- memory and the GPU's work follow the PC model on every GPU: the new memory and translation
model is the only one (the default since 0.6; the old model of 0.3 was removed in 0.7).
> **No game files are included.** You need your own dump of Bloodborne with update 1.09: any retail
> release (CUSA00900 in the US, CUSA03173 for the European Game of the Year edition, ...), as they
> share the same executable.
> This project is not affiliated with Sony Interactive Entertainment, FromSoftware or AMD.
**Status: experimental, playable.** The game boots, loads saves and plays (the Hunter's Dream
and several areas of Yharnam were played with it) with sound, gamepad and saving.
A full play-through has not been verified. Tested thoroughly: AMD Radeon RX 7800 XT (Linux with
Mesa/RADV, and Windows 11), the Steam Deck; on Windows also two laptops with NVIDIA GTX 1050 and
GeForce 930MX; other NVIDIA and Intel GPUs by players.
## Highlights
- **Native execution.** The eboot is converted offline into a flat memory image; PS4 libc and
libSceFios2 are linked into it as native code. No CPU emulation and no per-instruction
translation: the game code runs at full speed.
- **One memory and translation model** (the model of 0.3 is gone):
- The game's memory lives
in system RAM and the GPU reads it where it is, as a PC game's buffers; data it reads often
is kept in VRAM and given back when unused (textures after 20 s, buffers after 60 s). The
layer's memory module tracks CPU writes to mirrored blocks to keep those copies coherent;
it does not copy the whole GPU-visible memory. The PS4 command processor's work
is translated into Vulkan commands rather than emulated on the CPU: memory writes
(`WRITE_DATA`, DMA) are done by the GPU in command-stream order, and fences are written by the
GPU itself at the end of the pipeline, at the same point of the stream as the PS4's command
processor writes them. On every GPU the game's memory goes through the layer's memory module:
bound in place, VRAM copies as separate buffers, no sparse binding (NVIDIA's sparse binding
froze the GPU for seconds; on AMD the module is faster than the former sparse arena too);
`BB_LAYER_MEMORY=0` gives AMD's sparse arena. Tested thoroughly on an RX 7800 XT; on NVIDIA
by testers. A driver that fails the startup checks stops the game with a line beginning
`STOP: the GPU driver cannot use the game's memory in place`.
The graphics heaps of the game grow as it takes memory and give it back when freed.
[Changes in 0.7](https://github.com/deadinside28/bloodborne_pc/blob/master/docs/CHANGES_0.7.md), [0.6](https://github.com/deadinside28/bloodborne_pc/blob/master/docs/CHANGES_0.6.md), [0.6-pre1](https://github.com/deadinside28/bloodborne_pc/blob/master/docs/CHANGES_0.6-pre1.md),
[0.51](https://github.com/deadinside28/bloodborne_pc/blob/master/docs/CHANGES_0.51.md), [0.5](https://github.com/deadinside28/bloodborne_pc/blob/master/docs/CHANGES_0.5.md).
Unused textures are freed, so VRAM no longer grows with every area visited; *Texture quality*
(full, half, quarter, auto = half on cards with up to 3 GB) skips the top levels of big
textures on small cards.
- **Unlocked frame rate.** Hooks in the game's code make the simulation use the real frame time
(the community patches in `patches/Bloodborne.xml` remain for comparison, `BB_FRAME_HOOKS=0`);
~90 FPS at 4K with FSR 4 Balanced on an RX 7800 XT, ~150 FPS at 1440p with FSR 4 Quality.
Also 30/60/90 FPS modes; **F3** switches a 30 FPS limit on and off while playing (some
cinematics, e.g. Laurence's, are safest at 30).
- **Any aspect ratio, live.** 4:3, 16:10, 16:9, 21:9 and 32:9 with the HUD at the screen's edges,
through hooks (the game's code is not patched); cinematics are wide too.
- **Keyboard and mouse.** Mouse look turns the game's camera directly; a mouse pointer in the
game's menus (F1 releases the mouse); a layout close to Dark Souls III's (Space dodge, Left
Shift run, Shift+Space jump); movement keys ramp up like a stick; button prompts show the bound
key, or the buttons of the gamepad in use (Xbox and others), PlayStation icons only with a
PlayStation pad.
- **Online play and seamless co-op.** Two pools on shadPS4 0.20's network stack: **Seamless
Hunt** (default; bells, summons, messages, bloodstains and seamless co-op, BBSC, up to five
hunters; an account from seamlesshunt.com) and **The Hunter's Dream** (sign-in with Discord; no
BBSC).
- **Temporal upscaling built for this game.** Bloodborne has no velocity buffer, so bbport
computes motion vectors itself: camera motion from depth and the scene matrices, and object
motion (characters, cloth, weapons) from the vertex positions of the previous frame. The
scene is jittered sub-pixel (Halton) and rendered at a reduced resolution; the upscaler fills
the output (720p for the Steam Deck, 1080p, 1440p or 2160p) and the UI is drawn natively at the output resolution.
- **FSR 3.1** (FireBurn/FSR-Vulkan).
- **FSR 4 (INT8, model v07)** on GPUs exposing the required Vulkan shader features —
RDNA2/3 included (see Requirements).
- **FSR 4.1.1**: AMD's 4.1.1 DLL is recorded once under vkd3d-proton and its passes are
replayed natively on Vulkan; the output is **bit-exact** with the DLL. Two variants, as in
the DLL: INT8 on any GPU with the required shader features, and FP8 matrices on RDNA4 (RX
9000; picked automatically). The assets are built on your machine from one DLL of your own
(4.1.x): the launcher's *FSR 4.1.1 from your own AMD DLL → Choose DLL…* button (2–5 minutes,
twice that on RDNA4; needs a recent Proton), or `tools/fsr4cap`.
- **DLSS Super Resolution and DLSS Frame Generation** (NVIDIA GeForce RTX) through an
optional bridge built against NVIDIA's SDK (see Building). Frame generation makes the frames
between two of the game's (2x on RTX 40, up to 4x on RTX 50) from the finished frame, the
frame before its UI, the scene depth, the motion vectors and the game's camera matrices;
*Overlay menu → Frame generation*, or the launcher.
- **FSR 4.1.2's models from the AMD driver** (INT8 on RDNA2/3 and the *Lite* model), taken
from the driver's `amdxcffx64.dll` with the upscaler DLL (*FSR 4 model* in the menus).
- **FSR 1** (spatial, no motion vectors) for weak GPUs, and **FSR 3.1 frame generation**
(experimental, every GPU; the port's own optical-flow and interpolation shaders).
- **Anti-aliasing** separate from the upscalers: *auto* (the game's AA only without an
upscaler), the game's, FXAA (Kyo's *Force FXAA2*), SMAA 1x (the port's own, before the UI), off;
sharpening (RCAS) also without an upscaler. **GT-VBAO** can replace the game's SSAO.
- Faster than AMD's own shaders on RDNA3: the final passes of FSR 4 and 4.1.1 were rewritten
to store through workgroup memory (3.5× and 2.3× faster, bit-exact); FSR 4 costs ~4 ms at
4K on an RX 7800 XT instead of ~6 ms.
- **Multi-threaded GPU command processing.** The PS4 command stream is decoded on one thread
and draws are bound and recorded on another (two-stage pipeline), with a Vulkan recording
thread and helper threads for memory copies. Early on the single GPU thread capped the game
at ~26 FPS; now it runs at 90–150 FPS depending on resolution and scene.
- **Settings inside the game's own menu:** *System → Display / Effects* (after *Screen/Sound*),
built and drawn by the game itself — output resolution, upscaler, preset, sharpness, FPS
counter, model detail and the game's effects, in the game's language. Chromatic aberration,
depth of field, motion blur, SSAO, the game's AA and dynamic-light shadows switch at once;
screen-space reflections, the intro, free camera and the debug menu need a restart.
- **Overlay menu** (Insert, or hold L3+R3), styled like the game's dialogs: everything above plus the
advanced settings, with gamepad, keyboard and mouse.
- **Shaders before you play.** A pack of shader recipes from players' caches (655 programs, 1149
pipelines) is compiled in the background at start, and the cache survives updates: a repeat
session compiles nothing.
- **Launchers:** GTK4 on Linux, WPF in the Windows 11 style on Windows (both with sections and
descriptions); an **AppImage** for Linux and the Steam Deck, the same as a **folder**
(`tar.zst`, `Bloodborne.sh`), a **zip** for Windows.
## How it differs from shadPS4
| | shadPS4 | bbport |
|---|---|---|
| Scope | General PS4 emulator, many games | One game: Bloodborne v1.09 |
| Loading | Its own ELF loader and kernel emulation at run time | The eboot is converted offline (`scripts/`) into an image with PS4 libc/Fios2 linked in; a C loader maps it and jumps into the game (loader and runtime: ~5k lines) |
| Memory | The GPU's view of PS4 memory is kept in VRAM copies, synchronized through page-protection write tracking | The game's memory in system RAM, used by the GPU in place, frequently read data in VRAM, freed when unused |
| Command processor | Emulated: memory writes, DMA and fences are done by the CPU while decoding | Translated into Vulkan commands that the GPU runs in stream order, fences written after the work has really finished |
| System libraries | Broad HLE of the PS4 OS | A small runtime (`src/runtime_*.c`) that implements exactly what Bloodborne calls: memory, threads, sync, files, audio (incl. ATRAC9), pad, saves, AppContent |
| GPU | shadPS4 video core and shader recompiler | Its own command processor, renderer, caches and shader translator (they started from shadPS4's, `gpu/VENDOR.txt`): two-stage draw pipeline, render-state and texture-set memoization, render-scale proxies, motion vectors, FSR 3.1/4/4.1.1, DLSS, frame capture and GPU profiler |
| GPU thread | One thread processes the whole command stream (the bottleneck in Bloodborne) | Decode and draw recording run on separate threads; the work scales with the hardware threads (Steam Deck included) |
| Upscaling | — | Temporal (FSR 3.1, FSR 4, FSR 4.1.1/4.1.2, DLSS) with motion vectors computed for the game and jitter; frame generation (DLSS, FSR 3.1) |
| Platforms | Linux, Windows, macOS | Linux and Windows (x86-64) |
| Game patches | Patch files applied by the emulator | The same community patches, compiled at start (`scripts/patches.py`); render resolution, effects and FPS from the launcher |
Without shadPS4 there would be no bbport: its renderer and shader recompiler were the starting
point of the graphics side.
### Wine + DXVK for one game
- **CPU.** The PS4 CPU is x86-64, so the game's code runs directly on the PC's CPU, with no
emulation and no instruction translation.
- **System libraries.** As Wine replaces the Windows API, the bbport runtime (`src/runtime_*.c`)
implements exactly the PS4 OS functions Bloodborne calls: memory, threads, files, audio, pad,
saves.
- **Memory.** As in a PC game (the default model): the game's data in system RAM, VRAM used the
way a PC game uses it.
- **Graphics.** The PS4 GPU's command stream (PM4) is a recording of the game's graphics API
calls: it is written by 99 functions of the statically linked libGnm, so decoding the stream
and translating the calls themselves come to the same thing. GCN shaders are translated to
SPIR-V. In the new mode the command processor's work (memory writes, DMA, fences) is
translated into Vulkan commands as well; fences are written by the GPU itself. Resource
descriptors (textures, buffers) are read by the translator on the CPU, as DXVK reads resource
bindings: a PS4 texture has to be converted from the PS4 tiling into a Vulkan image before the
draw runs, so the CPU must know its descriptor beforehand — translation, not emulation. The
descriptor tables (the constant engine's dumps) are read only by the translator, so the CPU
performs them. The game's occlusion queries (~60 a frame) are
Vulkan occlusion queries; predication, `COPY_DATA` and `COND_EXEC` are translated too (check:
`BB_PM4_SELFTEST=1`). Details:
[docs/EMULATION_REMOVAL_PLAN.ru.md](https://github.com/deadinside28/bloodborne_pc/blob/master/docs/EMULATION_REMOVAL_PLAN.ru.md), "Шаг 4" (Russian).
"Port" here means a build for this one game, not a rewrite of its source code, which the project
neither has nor includes.
## Requirements
- Linux x86-64 or Windows 10/11 x86-64, a Vulkan 1.3 GPU. Tested: AMD RX 7800 XT with Mesa 26
(RADV) and with AMD's Windows driver; NVIDIA and Intel by players (please report how they run).
FSR 4 / 4.1.1 require shader Float16, Int8/Int16, integer dot products, linear compute
derivatives and extended storage image formats; FSR 4.1.1 additionally requires
`VK_VALVE_shader_mixed_float_dot_product`. Unsupported choices fall back to FSR 3.1
before the first frame and are disabled in the in-game menu.
- Your decrypted game dump: the `CUSA03173` folder (eboot.bin, sce_module, ...), version 1.09.
A dumped update is a separate folder: copy it over the base game, replacing files. The base
game alone (1.00) crashes at start (guest offset 0x20348b8); the launcher and `run.sh` check
the executable and say what is missing (`BB_SKIP_GAME_CHECK=1` skips the check). The other
retail releases (the US `CUSA00900`, the Asian `CUSA03023`, ...) run the same 1.09 executable. Some dumps ship it
with Lance McDonald's 60 fps patch baked in, which crashes when the gestures menu opens: the
check asks for a clean eboot.bin then (bbport has its own 60 fps).
- To build: GCC, CMake, Ninja, Python 3, glslang, SDL3, Vulkan headers and the libraries in
`shell.nix`. With [Nix](https://nixos.org) everything comes from `shell.nix` automatically.
## Build and run
```bash
git clone --recursive https://github.com/deadinside28/bloodborne_pc.git bbport && cd bbport
bash build.sh # builds out/bb-probe and out/gpu/libbbgpu.so
BB_GAME_DIR=/path/to/CUSA03173 bash run.sh
```
or the launcher (pick the game folder, settings, *Start*):
```bash
bash launcher/bb-launcher.sh # launcher/install-desktop.sh adds it to the app menu
```
By default the game folder is expected next to the repository (`../CUSA03173`). Saves and the
shader cache go to `user/` (the launcher lets you choose another folder); settings to
`bbport.ini`. A gamepad is used through SDL3 (the launcher's *Controls → Controller* picks one
when several are connected; `BB_GAMEPAD=<GUID or part of the name>`). The keyboard works too,
also next to a connected gamepad (the Steam Deck always has one); both are remapped in the
launcher (*Controls*). The character name is typed on the keyboard in a box over the game.
The touchpad: its left half (Tab, Back/Select) opens the gestures, the right half (Backspace)
the key items. There is no PSN: the *Play online / offline* screen is skipped and the game opens
its main menu offline (a game patch; the launcher's *Game effects → Skip the “play online / offline” choice*,
`BB_SKIP_NETWORK_CHOICE=0` shows it). With several monitors, *Screen → Monitor* in the launcher
(`BB_DISPLAY=<number or part of the name>`) picks the one for the game.
**Resolution and preset changes:** the game starts at the scene size of the chosen output
and preset (a patch at start, the fastest path); the output is the monitor's resolution by
default (*Auto*). With *Live resolution changes* (on by default; `bbport.ini`
`live_resolution=0|1`) the preset, the output resolution and the aspect ratio then switch while
playing, to smaller and to larger sizes, at the same FPS as a start at that size; only another
upscaler kind needs a restart. GPUs that cannot give the game's depth a proxy (no D32S8 blits
and no shader stencil export, e.g. GTX 10xx) apply a change at the next start instead.
**TAA:** a separate native-resolution temporal AA mode in the launcher and overlay,
switchable live without an FSR model. The saved FSR preset is restored when returning
to FSR. FSR Native AA adds reconstruction on top of full-resolution rendering and can
be slower than disabling AA. TAA also adds work compared with no temporal AA.
The RCAS switch and the 0–2 sharpness control also work with TAA. Sharpening runs after
temporal accumulation and leaves its history and HUD unchanged.
**Mods:** the launcher accepts separate loose-file mod folders (with `dvdroot_ps4/`, an extra
wrapper folder, or the game folders such as `chr/` directly; file name case does not matter),
with enable switches and load order. A sibling `CUSA03173-mods/` overlay also works.
The original game is preserved; later mods override conflicting files. Texture packs with
upscaled map textures (from the mods folder or already in the game folder) get larger graphics
heaps by themselves (`BB_LARGE_HEAPS=1/0` forces it on or off).
**Third-party patches:** shadPS4-format XML patch files in the data directory's `patches/`,
switched on and off in the launcher. See [mods and patches](https://github.com/deadinside28/bloodborne_pc/blob/master/docs/MODS.md).
**DLC:** put your add-on dumps in `user/addcont/<title id>/<entitlement label>/` (shadPS4's
layout, e.g. `user/addcont/CUSA03173/SPEXPANSIONDLC03` for The Old Hunters): each folder there is
reported to the game as an installed add-on.
**Launcher language:** Russian, English, Brazilian Portuguese, Simplified Chinese or French (follows the system language by default).
The game's own text language is chosen separately, from all 21 languages the game has.
**GPU choice:** *Mode → GPU* picks the graphics card on machines with two (*Auto* prefers the
discrete one; stored by name; `BB_GPU_ID=N` from the shell wins).
**Free camera and game debug menu** (v1.09): enable the corresponding switches in the
launcher or in-game menu and restart. Free camera uses Lance McDonald's
[GoldHEN patch](https://github.com/GoldHEN/GoldHEN_Patch_Repository/blob/main/patches/xml/Bloodborne-Orbis.xml):
hold Cross and press L3 to cycle modes (keyboard: hold F and press Left Ctrl). It needs no fonts
and conflicts with *Enemy Control*.
For the game debug menu, install `DbgFont14h.ccm` and `DbgFont14h.tpf` from
[Debug Menu and XML Patch](https://www.nexusmods.com/bloodborne/mods/253) into the game's
`dvdroot_ps4/font/` first. Startup rejects missing or empty font files instead of launching
the unsafe patch. Open it with the left touchpad / Tab (with the debug menu on, the left half
no longer opens the gestures); Backspace is the right touchpad.
Touch coordinates are forwarded from SDL gamepads; Back/Select emulates a left click on
pads without a touch surface. The port's settings menu remains Insert / holding L3+R3.
With the *Restore Debug Camera* patch the mouse turns the free camera. The game's occlusion
queries are Vulkan occlusion queries in the default model (`BB_OCCLUSION_QUERIES=0`: everything
counts as visible, as in the old model).
**Upscaler assets** (not included; FSR 3.1 needs none):
```bash
bash tools/fetch_fsr4_assets.sh # FSR 4 v07 (MIT, built from AMD's source by Q2RTX)
# FSR 4.1.1, from your own AMD DLLs (e.g. OptiScaler's FSR4_LATEST), needs GE-Proton 10 or newer:
bash tools/fsr4cap/build_assets.sh <amd_fidelityfx_upscaler_dx12.dll>
```
**FSR 4.1.1 from your own DLL.** The easiest way is the launcher: *Upscaler → FSR 4.1.1 from your
own AMD DLL → Choose DLL…*, then pick `amd_fidelityfx_upscaler_dx12.dll` version 4.1.x: from
OptiScaler's `FSR4_LATEST` folder or from a game with FSR 4.1. That one file is enough: AMD's DLL
exports the FidelityFX API itself, so no loader is needed (only a DLL without these exports would
be recorded through `amd_fidelityfx_loader_dx12.dll`, and the launcher would ask for it). The DLL is checked at once,
without a long capture; these do not fit: AMD's official FSR 4.0.x (e.g. Pragmata's 4.0.3 —
AMD enables it on RDNA4 only, and under Proton it does not start on other GPUs) and community
builds (4.0.2b, 4.1.1b and similar OptiScaler INT8 builds: another model and pass count). Then
the DLL runs under Proton and is recorded at 20 sizes (progress in the row and in the *Log* tab;
on RDNA4 a second time, for the FP8 variant),
the passes are translated to SPIR-V, and FSR 4.1.1 is selected. The Proton build is picked
automatically — the first under which the DLL enables FSR 4.1: GE-Proton 10 or newer (also the
AUR's `proton-ge-custom` in `/usr/share/steam/compatibilitytools.d`),
Proton-CachyOS, Proton Experimental (tested: GE-Proton 11, Proton-CachyOS 11, Experimental of
October 2026; Steam's Proton 11.0 and GE-Proton 9 do not). It runs in the Steam runtime it
requires (Steam installs it the first time any game runs with that Proton), or through
umu-launcher when installed. On NixOS umu-launcher comes from `nix-shell` (downloaded the first
time, ~1.7 GB); the AppImage runs the recording on the system itself, through the user's systemd
(`systemd-run --user`), since the system's `/nix` is out of its sight. Recording on the Steam Deck is not verified yet; if the DLL does not
enable FSR 4.1 there, build on a PC and copy the `fsr4_411` folder. The same from the command
line: the launcher's (and the AppImage's) `--build-fsr411 <DLL>`.
**DLSS (NVIDIA GeForce RTX).** NVIDIA's DLSS SDK is not included: check out
[github.com/NVIDIA/DLSS](https://github.com/NVIDIA/DLSS) (`include/` and `lib/Linux_x86_64` are
enough) and build with `DLSS_SDK_ROOT=/path/to/DLSS bash build.sh`. That also builds the bridge
`out/libbbport_dlss.so` (`gpu/dlss_bridge`, the only code that uses the SDK) and copies NVIDIA's
`libnvidia-ngx-dlss.so.<version>` next to `out/bb-probe`; the driver provides the rest. Then pick
*DLSS* in the launcher or the in-game menu: the preset sets the render size, Native AA is DLAA.
DLSS gets the inputs FSR 3.1 gets (scene color, depth, motion vectors, jitter). Without the
libraries, on other GPUs or with `BB_DLSS=0` it is listed as unavailable, and a DLSS setting falls
back to FSR 3.1.
The AppImage built with `DLSS_SDK_ROOT` carries the bridge and NVIDIA's library (NVIDIA's RTX SDK
license allows that in an application; its text is `NVIDIA-DLSS-LICENSE.txt` in the package). A
newer `libnvidia-ngx-dlss.so.<version>` (from the SDK's `lib/Linux_x86_64/rel`) is chosen in the
launcher: *Upscaler → DLSS: NVIDIA's library → Choose a file…*, as the FSR 4.1.1 DLL; it is
copied to `<user>/dlss/`, which the game prefers. A game's `nvngx_dlss.dll` is the Windows
library: NVIDIA's Linux driver does not load it.
**DLSS Frame Generation (GeForce RTX 40 and newer).** The same SDK (310.7 or newer) has NVIDIA's
Linux frame generation library, `lib/Linux_x86_64/rel/libnvidia-ngx-dlssg.so.<version>`;
`build.sh` copies it next to `bb-probe` with the Super Resolution one, and the launcher's
*DLSS: NVIDIA's library → Choose a file…* takes it too (into `<user>/dlss/`, beside or instead of
the package's). Then *Frame generation → DLSS* in the overlay menu (Insert, or hold L3+R3) or the
launcher: between each two of the game's frames one generated frame is shown (RTX 40), or up to
three (*Multiplier*, RTX 50); the display needs the refresh rate for them. It works with any
upscaler, DLSS or FSR; the inputs are the frame as shown, the frame before its UI, the scene depth,
the motion vectors bbport computes and the game's cameras as clip-space matrices. Without the
library, on an RTX 30 or older or with `BB_DLSS=0` the entry says why it is unavailable, and the
game runs without generated frames. `BB_FRAME_GEN=dlss` and `BB_FRAME_GEN_MULTIPLIER=2..4` set it
from the command line. FSR 3.1 frame generation is offered on every GPU as experimental
(*Frame generation → FSR 3.1*).
**Low latency (NVIDIA Reflex).** On NVIDIA's driver (550 or newer) the port uses the Vulkan
form of Reflex, `VK_NV_low_latency2`, the same mechanism Proton gives Windows games: the game's
thread waits for the driver before each frame so that frames do not queue up in front of the GPU,
and the frame's simulation, submissions and present are marked for the driver. On by default where
the driver has it: the overlay menu (*Output → Low latency (NVIDIA Reflex)*) and the launcher
offer Off, On and On + Boost (`low_latency=off|on|boost` in `bbport.ini`, `BB_LOW_LATENCY`);
on AMD the same setting uses **Anti-Lag 2** (`VK_AMD_anti_lag`: AMD's Windows driver, or Mesa's
anti-lag layer on Linux; `BB_ANTI_LAG=0` leaves it out). With DLSS frame generation it is always
at least On, as NVIDIA requires of games: the generated frames add latency that Reflex takes back.
Reflex and DLSS frame generation came from PR #260 by adds39939.
From source the script takes its tools from the system (MinGW GCC, CMake, Ninja, Python 3,
SPIRV-Tools, Git) or from Nix; the AppImage has them prebuilt.
**FP8 on RDNA4.** When vkd3d-proton offers FP8 cooperative matrices (RDNA4), the DLL runs
another variant of its passes: other shaders and weights, other dispatch sizes. The build records
both, INT8 into `fsr4_411/` and FP8 into `fsr4_411/fp8/`, and the game picks FP8 itself when the
GPU has FP8 matrices (`VK_EXT_shader_float8`); the log says `Upscaler: FSR 4.1.1 replay, FP8 …`.
`BB_FSR411_VARIANT=int8` forces INT8. Checked on an RX 7800 XT through vkd3d-proton's FP16
emulation of FP8 (`BB_FSR4CAP_FP8=1` records it there too, `fp8emu/`): bit-exact with the DLL;
**not yet run on RDNA4 hardware.**
**AppImage** (Steam Deck): `bash build.sh && bash packaging/appimage.sh` →
`dist/Bloodborne-bbport-x86_64.AppImage`; data in `~/.local/share/bbport`, `--play` starts the
game without the launcher window (Game Mode). FSR 4.1.1 models are not packaged: build them with
the launcher's button (see above); they go to `~/.local/share/bbport/fsr4_411`
(`BB_PACKAGE_FSR411=1` bundles a local `fsr4_411` into an AppImage for your own devices). On the Steam Deck pick the 1280×720 output (the
game is 16:9; on the 1280×800 screen it gets thin bars).
**Adding the AppImage to Steam** (*Add a Non-Steam Game*) needs no options; the compatibility tool
does not matter. (Steam preloads its overlay into every non-Steam game; the AppImage keeps it out
of the launcher and gives it to the game only, so it can open in the game with Shift+Tab; `BB_STEAM_OVERLAY=0`
leaves it out.) Where Steam
runs games without FUSE (NixOS: Steam's FHS sandbox; the AppImage then exits with *Cannot mount
AppImage*), set the launch options to
```
TMPDIR=$HOME/.cache APPIMAGE_EXTRACT_AND_RUN=1 NO_CLEANUP=1 %command%
```
The AppImage then unpacks itself (~2 GB, `~/.cache/appimage_extracted_*`) on the first start
(~10 s) and reuses that copy afterwards; a new AppImage version gets a new copy, the old one can
be deleted. Without `TMPDIR` it would unpack into Steam's `/tmp`, which is in RAM there. Add
` --play` after `%command%` to skip the launcher.
**NVIDIA in the AppImage:** startup discovers the host's installed 64-bit NVIDIA Vulkan ICD
and exposes its vendor libraries alongside the bundled AMD/Intel drivers. This keeps the
NVIDIA userspace driver matched to the host kernel module. Standard Linux distributions keep
these libraries under `/usr/lib*`; on NixOS the AppImage's internal `/nix/store` may hide them.
In that case copy the NVIDIA libraries into an accessible directory and set
`BB_NVIDIA_LIB_DIR=/path/to/libraries` (the NVIDIA manifest must also be accessible).
With the host's NVIDIA driver the AppImage also passes the host's EGL vendor files, NVIDIA's
first (`__EGL_VENDOR_LIBRARY_FILENAMES`; without them NVIDIA's ICD gave no `vkCreateInstance` on
some hosts, #107; `BB_NVIDIA_EGL=0`: off). Explicit `VK_DRIVER_FILES`/`VK_ICD_FILENAMES` overrides are preserved. Diagnose drivers inside
the package with:
```bash
./Bloodborne-bbport-x86_64.AppImage --vulkan-info 2>&1 | tee bbport-vulkan.log
```
A user reported successful startup with FSR 3 on a GTX 1060 6GB (Fedora 44, NVIDIA
580.178.04); selecting FSR 4 caused a black window. Use FSR 3 on this configuration.
MangoHud is bundled in the AppImage; enable its checkbox in the launcher. If MangoHud is also
installed system-wide, or Steam's performance overlay is on (Steam Deck game mode), only one
overlay is drawn (two drew doubled, offset text).
When running from source, install MangoHud separately. A diagnostic launch with
`VK_LOADER_LAYERS_DISABLE=~implicit~` also disables MangoHud.
Useful variables: `BB_FRAME_STATS=1` (frame statistics, including a `Memory:` line: VRAM, GTT,
RSS, images and guest blocks in VRAM), `BB_ANISO=N` (anisotropic filtering of scene textures; 16 by
default, 0 = the game's own),
`BB_GC_IDLE_SECONDS=N` / `BB_VRAM_IDLE_SECONDS=N` (how long unused textures / buffers stay in VRAM;
20 / 60), `BB_BREADCRUMBS=0` (no GPU breadcrumbs; with them a GPU hang names the draw or dispatch
it is stuck in), `BB_GPU_PROFILE=1` (GPU time per
pass), `BB_FSR4_PROFILE=1` (GPU time per FSR 4 pass), `BB_UPSCALER=taa|fsr3|fsr4|fsr411|off|none`,
`BB_FRAMES_AHEAD=N` (how many frames the GPU command thread may run ahead of the GPU; 1 by default,
0 = unbounded), `BB_PRESENT_THREAD=0` (present on the vblank thread, as before),
`BB_LIVE_RES=1` (live resolution changes instead of the startup patch for outputs other than 1080p),
`BB_PAD_RECORD=file` / `BB_PAD_REPLAY=file` (record a route with F9, replay it in scripted tests),
`BB_GC_BUDGET_MB=N` (texture cache budget, as on integrated GPUs), `BB_VRAM_LIMIT_MB=N` (the VRAM
budget taken as at most N MiB: checks the behaviour of cards with little VRAM), `BB_ASYNC_PIPELINES=0`
(new pipelines compile at once and the game waits; by default in the background), `BB_PRESENT_DUMP_TRIGGER=file`
with `BB_PRESENT_DUMP_COUNT=N` (dump N consecutive presented frames),
`BB_FSR411_VARIANT=int8|fp8|fp8emu` (FSR 4.1.1 variant; by default FP8 where the GPU has FP8
matrices), `BB_READBACKS=0|1|2` (reads of GPU-written memory by the game: 1 by default, 2
precise and slow, 0 off), `BB_RENDER_RESOURCE_CACHE_MB=160` (the game's render resource cache
at its own size instead of 512 MiB of the port's memory; `BB_DMEM_EXTRA_MB`, 512 by default, is
the direct memory the port keeps past the game's own). All of them, each with what it does:
[docs/ENVIRONMENT.md](docs/ENVIRONMENT.md); the log's `Environment:` line names those set and any
unknown `BB_*` name (a typo). More in [docs/](docs); recent changes: [docs/CHANGES_0.7.md](https://github.com/deadinside28/bloodborne_pc/blob/master/docs/CHANGES_0.7.md),
[docs/CHANGES_0.6.md](https://github.com/deadinside28/bloodborne_pc/blob/master/docs/CHANGES_0.6.md).
**Online play.** A separate module, `out/gpu/libbbnet20.so` (`gpu/bbnet20`: shadPS4 v0.20's
network, NP and shadNet code, the port's BBSC and The Hunter's Dream backend), built when
protobuf, nlohmann_json, OpenSSL, zlib and miniupnpc are there (`shell.nix`) and included in the
AppImage. The launcher's *Online* page turns it on (`BB_ONLINE=1`) and offers two pools:
- **Seamless Hunt** (default): a shadNet server with BBSC's game server
(`play.seamlesshunt.com:31313`, WebAPI `:31315`); bells, summons, messages, bloodstains and
**seamless co-op (BBSC)**: the session survives deaths, lamps, area changes, bosses and the
Hunter's Dream, up to five hunters (*Seamless co-op (BBSC)*, on by default; every player needs
it and the same server). The account (online id and password) is made on
https://seamlesshunt.com. Details: [docs/BBSC.md](https://github.com/deadinside28/bloodborne_pc/blob/master/docs/BBSC.md).
- **The Hunter's Dream** (thehuntersdream.com): sign in with Discord from the launcher (a code is
confirmed on the site); no BBSC.
On Windows the module is `online\bbnet20.dll` (Seamless Hunt with BBSC; the launcher's *Online*
section). The Linux folder package keeps it open as `online/libbbnet20.so`, and `BB_NET_MODULE`
points the port at any other build of it (a newer BBSC, say).
The former module on shadp2p (`libbbnet.so`) was removed (0.7). shadPS4's
public server (`srv.shadps4.net`) accepts only shadPS4's own builds. Offline the module is never
loaded; a build without it plays offline only.
## Windows
Since 0.7 bbport runs natively on Windows 10/11 (x86-64, a Vulkan 1.3 GPU with a current driver:
AMD Adrenalin, NVIDIA GeForce, Intel Arc). The same code as on Linux: the game's x86-64 code runs
directly, the runtime's POSIX layer is implemented on Win32 (`gpu/platform/win32`), and the
game's memory is shared with Vulkan through `VK_EXT_external_memory_host`.
**Package:** `Bloodborne-bbport-<version>-windows-x64.zip`. Unpack it anywhere (not into *Program Files*), start
`Bloodborne.exe`, choose the game folder (the one with `eboot.bin`), press *Play*. Insert (or
holding L3+R3) opens the port's menu in the game. Everything the port writes stays in that folder:
`bbport.ini` (settings), `user\` (saves, shader cache), `out\` (prepared game files), `logs\` (one
log per run: for a report send the newest one). `Bloodborne.exe --play` starts the game without
the launcher window (through `bbport-run.exe`).
**Launcher:** WPF in the Windows 11 style, following the system's light or dark theme, in five
languages; the same settings as on Linux (sections with descriptions), monitor, controller and
GPU choice, the log of the running game, *Stop*.
**Upscalers:** FSR 3.1 and FSR 4 as on Linux. FSR 4.1.1: choose *Build from an AMD DLL…* and pick
`amd_fidelityfx_upscaler_dx12.dll` 4.1.x; the recording runs on vkd3d-proton and DXVK from the
package (`tools\fsr4cap\bin`), so any GPU with Vulkan can build the set (a minute or two, into
`fsr4_411\`). FSR 4.1.2's models (INT8 for RDNA2/3, *Lite*): pick the driver's `amdxcffx64.dll`
(Adrenalin 26.10.1 or newer, `C:\Windows\System32\DriverStore\FileRepository\u0*\`) together with
the upscaler DLL. DLSS and DLSS Frame Generation (GeForce RTX): with `bin\bbport_dlss.dll` and
NVIDIA's `nvngx_dlss.dll` / `nvngx_dlssg.dll` in the package.
**NVIDIA:** at start the port adds a *prefer maximum performance* power profile for
`bb-probe.exe` to the driver, unless you chose a mode in NVIDIA's Control Panel yourself
(`BB_NV_POWER=0`: leave it alone); presentation uses FIFO (`BB_NVIDIA_MAILBOX=1`: Mailbox).
**Online play:** the launcher's *Online* section, the same two pools as on Linux (Seamless Hunt
with BBSC, The Hunter's Dream with Discord sign-in), UPnP and a connection check; the module is
`online\bbnet20.dll`. **Mods:** the launcher's *Mods and patches* section, as on Linux.
**Building:** in MSYS2's CLANG64 shell (`mingw-w64-clang-x86_64` toolchain, CMake, Ninja, Python,
SDL3, glslang), or cross-built from Linux with llvm-mingw; the package
is made by `packaging/windows/package.sh` (the launcher needs the .NET 9 SDK). DLSS:
`DLSS_SDK_ROOT=<NVIDIA's DLSS SDK for Windows>` (`sdk/DLSS-windows`).
## Repository layout
| Path | Contents |
|---|---|
| `src/` | Loader (`probe.c`) and the HLE runtime |
| `scripts/` | Offline preparation of the game image, module linking, patch compiler |
| `gpu/` | Renderer library, the port's own (`gpu/VENDOR.txt`): command processor, shader translator, renderer, caches, ImGui menu, FSR 4.1.1 runtime (`gpu/upscale/fsr411`); the online module (`gpu/bbnet20`) |
| `launcher/`, `packaging/` | GTK4 launcher (Linux), WPF launcher (`launcher/windows`), the shared settings schema; Nix package, AppImage, Windows package |
| `patches/` | Community patches for Bloodborne |
| `tools/` | Developer tools: scripted runs, A/B toggles, FSR benchmark helpers, FSR 4 shader rewrites, `fsr4cap` (FSR 4.1.1 recording/extraction) |
| `tests/` | Loader, runtime, patch and renderer tests |
| `docs/` | Design notes and measurements ([upscaler](docs/upscaler.md), [parallel GPU](docs/parallel_gpu.md), [motion vectors](https://github.com/deadinside28/bloodborne_pc/blob/master/docs/motion_vectors.md), [roadmap](https://github.com/deadinside28/bloodborne_pc/blob/master/docs/ROADMAP.md)) |
Tests: `bash build.sh --test`, `python3 -m unittest discover -s tests`, and
`ninja -C out/gpu motion-history-test ui-composition-test scene-resolution-test motion-shader-test settings-test camera-matrices-test`.
## Roadmap
- NVIDIA on Windows: more reports from RTX cards in the heaviest views.
- Textures as objects created at load time (less guessing by address, uploads outside the
frame).
- All of the game's shaders translated ahead of time (today: recipes from players' caches).
- More CPU parallelism in GPU command processing (split the draw-recording stage further),
scaling to all hardware threads — most important for the Steam Deck.
- Async compute for the upscaler (the frame is GPU-bound at 4K).
- XeSS (super resolution) and XeFG frame generation through a Wine helper sharing Vulkan
memory (a memory-bridge prototype is in `tools/bridge_helper`); inputs exposed so that OptiScaler-style mapping works.
- Reactive and transparency masks for particles and fog.
- Fix the races in AMD's FSR 4.1.1 shaders at output widths that are not multiples of 64
(e.g. 1600×900), as already done for the left-edge race in FSR 4 v07 at 1080p.
- Steam Deck validation of the AppImage; HDR output.
## Related projects
- [ducvd89/Bloodborne-Android](https://github.com/ducvd89/Bloodborne-Android): Bloodborne on
Android, a fork of bbport (GSR2 / FSR 3.1 and LSFG, an on-screen controller; tested on
Snapdragon 8 Gen 2 and 8 Elite).
- [bloodborne-native/bloodborne-mac](https://github.com/bloodborne-native/bloodborne-mac):
Bloodborne running natively on Apple Silicon, a macOS app built on bbport and shadPS4.
## Credits and licenses
bbport is licensed under the **GNU GPL v2 or later** ([LICENSE](LICENSE)) — it contains code
from shadPS4 (GPL-2.0-or-later). Reusing bbport's code: keep its copyright and license notices
(`SPDX-FileCopyrightText: Copyright 2026 bbport contributors` at the top of its files) and
[NOTICE](NOTICE), and say where the code comes from, with a link to this repository. Third-party components keep their licenses:
[shadPS4](https://github.com/shadps4-emu/shadPS4) (GPL-2.0+: the renderer and shader translator were derived from it and rewritten; the online module keeps its network and NP code),
[sirit](https://github.com/shadps4-emu/sirit), [half](https://half.sourceforge.net/),
[FSR-Vulkan](https://github.com/FireBurn/FSR-Vulkan) by FireBurn (MIT; FSR 3.1 on Vulkan and the
FSR 4 v07 provider), AMD FidelityFX SDK (MIT), [LibAtrac9](https://github.com/Thealexbarney/LibAtrac9)
(MIT), [Dear ImGui](https://github.com/ocornut/imgui) (MIT), DejaVu fonts,
[BBSC](https://github.com/CLSAMG22/BBSC) seamless co-op (GPL-2.0+, in the online module), the
online module's network code from [shadPS4 v0.20](https://github.com/shadps4-emu/shadPS4/tree/v.0.20.0),
The Hunter's Dream backend from
[droogie/bbhost](https://github.com/droogie/bbhost) (GPL-3.0-or-later, so `libbbnet20.so` as a
whole is GPL-3.0-or-later),
[dxil-spirv](https://github.com/HansKristian-Work/dxil-spirv) (MIT, used to build the
FSR 4.1.1 assets), [wepoll](https://github.com/piscisaureus/wepoll) (BSD-2-Clause, the Windows
online module). Game patches by Kyo, Lance McDonald, auser1337, illusion, emoose and other
community members (`patches/Bloodborne.xml`). The DLSS bridge (`gpu/dlss_bridge`, MIT) is adapted
from [IFreemz/shadPS4-Bloodborne-DLSS-FSR](https://github.com/IFreemz/shadPS4-Bloodborne-DLSS-FSR).
AMD's FSR 4 DLLs and model data and NVIDIA's DLSS SDK and libraries are not distributed here.
Contributions merged into bbport (thank you; the full list with each release is in
[docs/CONTRIBUTORS_0.7.md](https://github.com/deadinside28/bloodborne_pc/blob/master/docs/CONTRIBUTORS_0.7.md)): SrDeTs (#10), IgorWarzocha (#36), itachi-re
(#43), Bainianzzz (#71), hideoneric (#78), guitaripod (#80), unTanana (#83, #84, #89), andrR89
(#93), SaeedShow (#108), AndiMajore (#112, #113), ayozetr (#117), JuanraCM (#120), Supermedo and Awaken (the online
module's network stack, from Supermedo's Windows fork), wheat32 (#360 larger heaps for texture packs),
Sarxzer (#347 French), whp199 (#210, #211, #214, #342, #343), DominickCobb-rs (#346), maiconjsv
(#339), iannitram (#293), adds39939 (#260 DLSS Frame Generation and Reflex), AndiMajore (#166,
#224, #225), Qiming-Liu (#75, #157 Chinese), AyrtonSanabio (#153, #154), axpico (#206), msisovic (#193),
noelmiller (#235), Obrikash (#140), Aryxa (#137), ArenaMMORPG (#352/#353), guutol (trophies),
redditor69 (GT-VBAO), SrShadowy and Teefpyre (engine and BBSC fixes from SrShadowy's fork), and
the players who sent their shader caches and logs.
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bbport — a native PC port of Bloodborne (CUSA03173, 1.09)
https://github.com/deadinside28/bloodborne_pc
This copy is the Linux fork, https://github.com/ayozetr/bloodborne_linux. bbport's own files stay
GPL-2.0-or-later, as below. The fork as a whole is distributed under the GNU General Public
License, version 3 or (at your option) any later version (LICENSE has its text): it includes code
under GPL-3.0-or-later (the online module's BBSC and The Hunter's Dream parts), and everything
else in it allows that. Files from other projects keep their own notices.
Copyright 2026 bbport contributors (the authors of this repository's commits and merged pull
requests). Licensed under the GNU General Public License, version 2 or (at your option) any later
version (the fork's LICENSE has version 3's text). No game code or data is part of this project.
Files of this project carry, in their first lines,
SPDX-FileCopyrightText: Copyright 2026 bbport contributors
SPDX-License-Identifier: GPL-2.0-or-later
(or the license and copyright holders of the code they came from). The GPL requires these notices
to be kept intact in copies and in works based on them (GPL-2.0, sections 1 and 2): if you reuse
bbport's code — the runtime in src/, the GPU layer in gpu/, the scripts, the launchers — keep
them, keep this file, and say in your own documentation that the code comes from bbport, with a
link to the repository above. Code reused from a fork of bbport is bbport's code too.
Code bbport is built on, with its own notices kept in its files:
- shadPS4 (https://github.com/shadps4-emu/shadPS4, GPL-2.0-or-later, Copyright shadPS4 Emulator
Project): the GPU layer and the shader translator started from its video core and shader
recompiler and were rewritten part by part (gpu/VENDOR.txt). The online module keeps shadPS4
v0.20.0's network, NP and shadNet code (gpu/bbnet20/vendor/shadps4, gpu/bbnet20/SHADNET-PORT.md).
- The online module's other parts (gpu/bbnet20: BBSC, The Hunter's Dream pool; GPL-3.0-or-later
where their files say so) keep their authors' copyright (gpu/bbnet20/SHADNET-PORT.md).
- The DLSS bridge (gpu/dlss_bridge, MIT), adapted from IFreemz's shadPS4-Bloodborne-DLSS-FSR
(https://github.com/IFreemz/shadPS4-Bloodborne-DLSS-FSR).
- AMD FidelityFX shaders and headers (MIT) in gpu/upscale/shaders/ffx, gpu/third_party and
tools/fsr4cap/ffx, with AMD's notices.
- The libraries in gpu/third_party (sirit, imgui, half, httplib, fsr-vulkan and others), each under
its own license in its folder.
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# Bloodborne for Linux
[![Total Download Count](https://img.shields.io/github/downloads/ayozetr/bloodborne_linux/total.svg?color=2ea44f)](https://github.com/ayozetr/bloodborne_linux/releases/latest)
[![Latest Release](https://img.shields.io/github/v/release/ayozetr/bloodborne_linux.svg?color=8a2be2)](https://github.com/ayozetr/bloodborne_linux/releases/latest)
[![License: GPL-3.0](https://img.shields.io/github/license/ayozetr/bloodborne_linux.svg?color=d73a49)](LICENSE)
[![Platform: Linux | Steam Deck](https://img.shields.io/badge/platform-Linux%20%7C%20Steam%20Deck-blue.svg)](#features)
[![Ko-fi](https://img.shields.io/badge/Ko--fi-support-FF5E5B.svg?logo=ko-fi&logoColor=white)](https://ko-fi.com/ayozetr)
The PlayStation 4 version of *Bloodborne* running natively on Linux. The game's own code runs
directly on the CPU and its graphics are translated to Vulkan: it is not an emulator.
This fork is built on [bbport](https://github.com/deadinside28/bloodborne_pc) by deadinside28. It
adds improvements of its own, and others from the community, taken from pull requests and other
projects ([credits](docs/CREDITS.md)).
> **No game files are included.** You need your own decrypted dump of Bloodborne with update
> 1.09, from a retail release ([which ones](docs/COMPATIBILITY.md)). This project is not
> affiliated with Sony Interactive Entertainment or FromSoftware.
**[The players' guide](https://ayozetr.github.io/bloodborne_linux/)**: installing, playing online and
seamless co-op, the Steam Deck, and what to do when something goes wrong.
## Features
- **Multiplayer**: online messages, bloodstains, ghosts, bells and summons, on
[The Hunter's Dream](https://thehuntersdream.com) or a server of your own; **Seamless Co-op**
(experimental), co-op that lasts through deaths, lamps and areas, for up to 5 hunters; and
**local co-op** (split screen), 2 to 4 players on one PC, each with their own controller.
- **In-game map** (Hunter's Atlas): a fullscreen map with where you are, lamps and items, and fast
travel to the lamps you've found.
- **Frame rate unlocked** (up to 120 FPS recommended; the game's movement can break above it)
or capped at **30, 60 or 90**, and changed while you play from the in-game menu. Resolutions from
**720p to 4K**, and any **aspect ratio** (4:3 to 32:9 ultrawide, [how](docs/TROUBLESHOOTING.md#the-picture-is-stretched-on-an-ultrawide-screen)).
- **Upscaling:** AMD **FSR 3.1** and **FSR 4**, NVIDIA **DLSS** (GeForce RTX) and TAA, and
**frame generation** (FSR 3.1, or DLSS on GeForce RTX 40 and newer).
- **Any controller:** PlayStation, Xbox and Switch pads with their own **button prompts in the
game**, and **keyboard and mouse**, with keys you can rebind (bbport 0.7's Dark Souls
III-style layout, or the classic one of earlier Linux versions), movement keys that keep a
sprint through turns (the last of two opposite keys wins; `keyboard_movement=0.7` in
`bbport.ini` for bbport 0.7's ramped stick) and the mouse as a pointer in the game's menus.
- **Exit to desktop** from the game's title and System menus.
- **Cheats and gameplay tweaks:** never die, stealth, camera distance, ragdoll physics and more.
- **Trophies and the platinum**, with a notice in the game like on the PS4.
- **Add to Steam** in one click, and **Discord Rich Presence** with your area, your co-op
partners and a button to this repository.
- **Launcher and in-game menu** (Insert, or hold L3 + R3) in English, Spanish, French, German, Italian,
Portuguese, Russian and Simplified Chinese.
- **AppImage** ready for any distribution and the Steam Deck, which **updates itself** from the
launcher (and can go back to an earlier release).
- **Mods and community patches**, without touching the game files ([how](docs/MODS.en.md)).
## Requirements
- Linux x86-64 and a GPU with Vulkan 1.3: AMD or Intel with Mesa, or NVIDIA with NVIDIA's driver.
- About 6 GB of free memory, 10 GB for 1440p or 4K.
## Getting started
1. Download `Bloodborne-bbport-x86_64.AppImage` from the
[latest release](https://github.com/ayozetr/bloodborne_linux/releases/latest).
2. Make it executable and run it.
3. Choose your game folder (the one with `eboot.bin`) and press **Play**.
Saves and settings go to `~/.local/share/bbport`; **Setup → Saves** exports your saves into a
.zip and imports them back, or from shadPS4, and can keep a copy of them from before each game
(off by default). The Game of the Year edition already has The Old
Hunters; with the base game, its DLC goes in **Setup → DLC folder** ([how](docs/COMPATIBILITY.md)).
## Online play
In the launcher's **Multiplayer → Online** tab, turn on **Play online**, choose a server and press **Test**
in the **Status** row (every line should get a check mark):
- **Seamless Hunt** (the default): the community server of Seamless Co-op (BBSC), with players on
the Windows port. Make an account from the launcher with **Create** ([docs/ONLINE.md](docs/ONLINE.md#seamless-hunt)).
- **The Hunter's Dream**: sign in with Discord. You play with bbhost's players
([docs/ONLINE.md](docs/ONLINE.md#the-hunters-dream-with-bbhosts-players)).
- **Your own server**: for your group, with Docker and Tailscale ([docs/SERVER.md](docs/SERVER.md)).
- **Seamless Co-op (BBSC)**, in the same tab: every player needs it, and summons across areas need
its game server, which your own server can run ([docs/ONLINE.md](docs/ONLINE.md#seamless-co-op-bbsc)).
With online play on, the game starts online by itself, as PLAY ONLINE on a PS4. If you turned off
*Skip the “play online / offline” choice* and pick offline, choose **Log In** on the title screen later
for online play; until then the co-op bells are greyed out.
Everyone in a session needs update 1.09. Turn cheats off when you play with others. Ports,
firewalls and the rest: [docs/ONLINE.md](docs/ONLINE.md).
## Local co-op (experimental)
Several games on one PC, one per player, each in its part of the screen with its own controller
(the launcher's **Multiplayer → Local** tab): choose the players (2 to 4), the layout and each player's
controller, then press **Play together**. Player 1 plays with the launcher's settings and saves;
players 2 to 4 get their own saves and settings in `~/.local/share/bbport/coop/player<N>` (copied
from player 1's the first time, about 400 MB each), without online play or Discord. One player can
use the keyboard and mouse. Only player 1 has sound unless you turn that off. The windows can go
to a monitor of their own (**Monitor**), and **Copy player 1's saves** gives another player the
same characters (their own saves are backed up first). The windows are placed through X11, which
works in a Wayland session too (XWayland).
## Building from source
On Arch Linux (or CachyOS, Manjaro…):
```bash
sudo pacman -S --needed base-devel cmake ninja python python-gobject gtk4 libadwaita sdl3 \
vulkan-headers vulkan-icd-loader glslang spirv-headers spirv-cross ffmpeg boost fmt \
robin-map xxhash zydis miniz protobuf nlohmann-json openssl miniupnpc python-pillow ttf-dejavu
paru -S magic_enum vulkan-memory-allocator xbyak # from the AUR
git clone --recursive https://github.com/ayozetr/bloodborne_linux
cd bloodborne_linux
bash build.sh
python3 launcher/bbport_launcher.py
```
With [Nix](https://nixos.org), `bash build.sh` gets every dependency by itself. DLSS needs
`bash tools/build_dlss.sh` once; the AppImage is `bash packaging/appimage-sharun.sh`, which bundles
the libraries of the PC it runs on. Releases are built with `bash packaging/appimage-in-arch.sh`
(Docker, plain Arch Linux): on distributions built for newer processors (CachyOS's x86-64-v3
repositories, for example) the AppImage would otherwise not start on CPUs without AVX2. Environment
variables for the launcher's **Advanced → Developer → Extra variables**: [docs/ENVIRONMENT.md](docs/ENVIRONMENT.md).
Problems: [docs/TROUBLESHOOTING.md](docs/TROUBLESHOOTING.md).
## On Windows
If you need a Windows version, I recommend
[Supermedo's Windows port](https://github.com/Supermedo/bloodborne_pc) and
[Awakenchan's LanternEngine](https://github.com/Awakenchan/LanternEngine).
## Support
This fork is built on the port deadinside28 created, but it has a lot of hours of work behind it,
and above all hours and hours of testing things and hunting down fixes so it runs as well as it
can. I always try to fix every report as soon as possible, because I know how much this game means
to some people. If it's useful to you and you'd like to support it, you can on
[Ko-fi](https://ko-fi.com/ayozetr).
## Credits
Built on [bbport](https://github.com/deadinside28/bloodborne_pc) by deadinside28, with
[shadPS4](https://github.com/shadps4-emu/shadPS4)'s renderer, and with work from many people and
projects: everyone is in [docs/CREDITS.md](docs/CREDITS.md). It includes code from
Lantern Engine by Awaken (https://github.com/Awakenchan/LanternEngine). Components and their licenses:
[BBPORT.md](BBPORT.md#credits-and-licenses).
## License
GNU GPL v3 or later ([LICENSE](LICENSE)). Files taken from other projects keep their own notices:
most are GPL-2.0-or-later (bbport, shadPS4), which allows them to be distributed under
GPL-3.0-or-later. Third-party components keep their own licenses. NVIDIA
and DLSS are trademarks of NVIDIA Corporation.
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!function(e,r){"function"==typeof define&&define.amd?define(r):"object"==typeof exports?module.exports=r():r()(e.lunr)}(this,function(){return function(e){if(void 0===e)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===e.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");e.ar=function(){this.pipeline.reset(),this.pipeline.add(e.ar.trimmer,e.ar.stopWordFilter,e.ar.stemmer),this.searchPipeline&&(this.searchPipeline.reset(),this.searchPipeline.add(e.ar.stemmer))},e.ar.wordCharacters="ء-ٛٱـ",e.ar.trimmer=e.trimmerSupport.generateTrimmer(e.ar.wordCharacters),e.Pipeline.registerFunction(e.ar.trimmer,"trimmer-ar"),e.ar.stemmer=function(){var e=this;return e.result=!1,e.preRemoved=!1,e.sufRemoved=!1,e.pre={pre1:"ف ك ب و س ل ن ا ي ت",pre2:"ال لل",pre3:"بال وال فال تال كال ولل",pre4:"فبال كبال وبال وكال"},e.suf={suf1:"ه ك ت ن ا ي",suf2:"نك نه ها وك يا اه ون ين تن تم نا وا ان كم كن ني نن ما هم هن تك ته ات يه",suf3:"تين كهم نيه نهم ونه وها يهم ونا ونك وني وهم تكم تنا تها تني تهم كما كها ناه نكم هنا تان يها",suf4:"كموه ناها ونني ونهم تكما تموه تكاه كماه ناكم ناهم نيها وننا"},e.patterns=JSON.parse('{"pt43":[{"pt":[{"c":"ا","l":1}]},{"pt":[{"c":"ا,ت,ن,ي","l":0}],"mPt":[{"c":"ف","l":0,"m":1},{"c":"ع","l":1,"m":2},{"c":"ل","l":2,"m":3}]},{"pt":[{"c":"و","l":2}],"mPt":[{"c":"ف","l":0,"m":0},{"c":"ع","l":1,"m":1},{"c":"ل","l":2,"m":3}]},{"pt":[{"c":"ا","l":2}]},{"pt":[{"c":"ي","l":2}],"mPt":[{"c":"ف","l":0,"m":0},{"c":"ع","l":1,"m":1},{"c":"ا","l":2},{"c":"ل","l":3,"m":3}]},{"pt":[{"c":"م","l":0}]}],"pt53":[{"pt":[{"c":"ت","l":0},{"c":"ا","l":2}]},{"pt":[{"c":"ا,ن,ت,ي","l":0},{"c":"ت","l":2}],"mPt":[{"c":"ا","l":0},{"c":"ف","l":1,"m":1},{"c":"ت","l":2},{"c":"ع","l":3,"m":3},{"c":"ا","l":4},{"c":"ل","l":5,"m":4}]},{"pt":[{"c":"ا","l":0},{"c":"ا","l":2}],"mPt":[{"c":"ا","l":0},{"c":"ف","l":1,"m":1},{"c":"ع","l":2,"m":3},{"c":"ل","l":3,"m":4},{"c":"ا","l":4},{"c":"ل","l":5,"m":4}]},{"pt":[{"c":"ا","l":0},{"c":"ا","l":3}],"mPt":[{"c":"ف","l":0,"m":1},{"c":"ع","l":1,"m":2},{"c":"ل","l":2,"m":4}]},{"pt":[{"c":"ا","l":3},{"c":"ن","l":4}]},{"pt":[{"c":"ت","l":0},{"c":"ي","l":3}]},{"pt":[{"c":"م","l":0},{"c":"و","l":3}]},{"pt":[{"c":"ا","l":1},{"c":"و","l":3}]},{"pt":[{"c":"و","l":1},{"c":"ا","l":2}]},{"pt":[{"c":"م","l":0},{"c":"ا","l":3}]},{"pt":[{"c":"م","l":0},{"c":"ي","l":3}]},{"pt":[{"c":"ا","l":2},{"c":"ن","l":3}]},{"pt":[{"c":"م","l":0},{"c":"ن","l":1}],"mPt":[{"c":"ا","l":0},{"c":"ن","l":1},{"c":"ف","l":2,"m":2},{"c":"ع","l":3,"m":3},{"c":"ا","l":4},{"c":"ل","l":5,"m":4}]},{"pt":[{"c":"م","l":0},{"c":"ت","l":2}],"mPt":[{"c":"ا","l":0},{"c":"ف","l":1,"m":1},{"c":"ت","l":2},{"c":"ع","l":3,"m":3},{"c":"ا","l":4},{"c":"ل","l":5,"m":4}]},{"pt":[{"c":"م","l":0},{"c":"ا","l":2}]},{"pt":[{"c":"م","l":1},{"c":"ا","l":3}]},{"pt":[{"c":"ي,ت,ا,ن","l":0},{"c":"ت","l":1}],"mPt":[{"c":"ف","l":0,"m":2},{"c":"ع","l":1,"m":3},{"c":"ا","l":2},{"c":"ل","l":3,"m":4}]},{"pt":[{"c":"ت,ي,ا,ن","l":0},{"c":"ت","l":2}],"mPt":[{"c":"ا","l":0},{"c":"ف","l":1,"m":1},{"c":"ت","l":2},{"c":"ع","l":3,"m":3},{"c":"ا","l":4},{"c":"ل","l":5,"m":4}]},{"pt":[{"c":"ا","l":2},{"c":"ي","l":3}]},{"pt":[{"c":"ا,ي,ت,ن","l":0},{"c":"ن","l":1}],"mPt":[{"c":"ا","l":0},{"c":"ن","l":1},{"c":"ف","l":2,"m":2},{"c":"ع","l":3,"m":3},{"c":"ا","l":4},{"c":"ل","l":5,"m":4}]},{"pt":[{"c":"ا","l":3},{"c":"ء","l":4}]}],"pt63":[{"pt":[{"c":"ا","l":0},{"c":"ت","l":2},{"c":"ا","l":4}]},{"pt":[{"c":"ا,ت,ن,ي","l":0},{"c":"س","l":1},{"c":"ت","l":2}],"mPt":[{"c":"ا","l":0},{"c":"س","l":1},{"c":"ت","l":2},{"c":"ف","l":3,"m":3},{"c":"ع","l":4,"m":4},{"c":"ا","l":5},{"c":"ل","l":6,"m":5}]},{"pt":[{"c":"ا,ن,ت,ي","l":0},{"c":"و","l":3}]},{"pt":[{"c":"م","l":0},{"c":"س","l":1},{"c":"ت","l":2}],"mPt":[{"c":"ا","l":0},{"c":"س","l":1},{"c":"ت","l":2},{"c":"ف","l":3,"m":3},{"c":"ع","l":4,"m":4},{"c":"ا","l":5},{"c":"ل","l":6,"m":5}]},{"pt":[{"c":"ي","l":1},{"c":"ي","l":3},{"c":"ا","l":4},{"c":"ء","l":5}]},{"pt":[{"c":"ا","l":0},{"c":"ن","l":1},{"c":"ا","l":4}]}],"pt54":[{"pt":[{"c":"ت","l":0}]},{"pt":[{"c":"ا,ي,ت,ن","l":0}],"mPt":[{"c":"ا","l":0},{"c":"ف","l":1,"m":1},{"c":"ع","l":2,"m":2},{"c":"ل","l":3,"m":3},{"c":"ر","l":4,"m":4},{"c":"ا","l":5},{"c":"ر","l":6,"m":4}]},{"pt":[{"c":"م","l":0}],"mPt":[{"c":"ا","l":0},{"c":"ف","l":1,"m":1},{"c":"ع","l":2,"m":2},{"c":"ل","l":3,"m":3},{"c":"ر","l":4,"m":4},{"c":"ا","l":5},{"c":"ر","l":6,"m":4}]},{"pt":[{"c":"ا","l":2}]},{"pt":[{"c":"ا","l":0},{"c":"ن","l":2}]}],"pt64":[{"pt":[{"c":"ا","l":0},{"c":"ا","l":4}]},{"pt":[{"c":"Line truncated
-18
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/*!
* Lunr languages, `Danish` language
* https://github.com/MihaiValentin/lunr-languages
*
* Copyright 2014, Mihai Valentin
* http://www.mozilla.org/MPL/
*/
/*!
* based on
* Snowball JavaScript Library v0.3
* http://code.google.com/p/urim/
* http://snowball.tartarus.org/
*
* Copyright 2010, Oleg Mazko
* http://www.mozilla.org/MPL/
*/
!function(e,r){"function"==typeof define&&define.amd?define(r):"object"==typeof exports?module.exports=r():r()(e.lunr)}(this,function(){return function(e){if(void 0===e)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===e.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");e.da=function(){this.pipeline.reset(),this.pipeline.add(e.da.trimmer,e.da.stopWordFilter,e.da.stemmer),this.searchPipeline&&(this.searchPipeline.reset(),this.searchPipeline.add(e.da.stemmer))},e.da.wordCharacters="A-Za-zªºÀ-ÖØ-öø-ʸˠ-ˤᴀ-ᴥᴬ-ᵜᵢ-ᵥᵫ-ᵷᵹ-ᶾḀ-ỿⁱⁿₐ-ₜKÅℲⅎⅠ-ↈⱠ-ⱿꜢ-ꞇꞋ-ꞭꞰ-ꞷꟷ-ꟿꬰ-ꭚꭜ-ꭤff-stA-Za-z",e.da.trimmer=e.trimmerSupport.generateTrimmer(e.da.wordCharacters),e.Pipeline.registerFunction(e.da.trimmer,"trimmer-da"),e.da.stemmer=function(){var r=e.stemmerSupport.Among,i=e.stemmerSupport.SnowballProgram,n=new function(){function e(){var e,r=f.cursor+3;if(d=f.limit,0<=r&&r<=f.limit){for(a=r;;){if(e=f.cursor,f.in_grouping(w,97,248)){f.cursor=e;break}if(f.cursor=e,e>=f.limit)return;f.cursor++}for(;!f.out_grouping(w,97,248);){if(f.cursor>=f.limit)return;f.cursor++}d=f.cursor,d<a&&(d=a)}}function n(){var e,r;if(f.cursor>=d&&(r=f.limit_backward,f.limit_backward=d,f.ket=f.cursor,e=f.find_among_b(c,32),f.limit_backward=r,e))switch(f.bra=f.cursor,e){case 1:f.slice_del();break;case 2:f.in_grouping_b(p,97,229)&&f.slice_del()}}function t(){var e,r=f.limit-f.cursor;f.cursor>=d&&(e=f.limit_backward,f.limit_backward=d,f.ket=f.cursor,f.find_among_b(l,4)?(f.bra=f.cursor,f.limit_backward=e,f.cursor=f.limit-r,f.cursor>f.limit_backward&&(f.cursor--,f.bra=f.cursor,f.slice_del())):f.limit_backward=e)}function s(){var e,r,i,n=f.limit-f.cursor;if(f.ket=f.cursor,f.eq_s_b(2,"st")&&(f.bra=f.cursor,f.eq_s_b(2,"ig")&&f.slice_del()),f.cursor=f.limit-n,f.cursor>=d&&(r=f.limit_backward,f.limit_backward=d,f.ket=f.cursor,e=f.find_among_b(m,5),f.limit_backward=r,e))switch(f.bra=f.cursor,e){case 1:f.slice_del(),i=f.limit-f.cursor,t(),f.cursor=f.limit-i;break;case 2:f.slice_from("løs")}}function o(){var e;f.cursor>=d&&(e=f.limit_backward,f.limit_backward=d,f.ket=f.cursor,f.out_grouping_b(w,97,248)?(f.bra=f.cursor,u=f.slice_to(u),f.limit_backward=e,f.eq_v_b(u)&&f.slice_del()):f.limit_backward=e)}var a,d,u,c=[new r("hed",-1,1),new r("ethed",0,1),new r("ered",-1,1),new r("e",-1,1),new r("erede",3,1),new r("ende",3,1),new r("erende",5,1),new r("ene",3,1),new r("erne",3,1),new r("ere",3,1),new r("en",-1,1),new r("heden",10,1),new r("eren",10,1),new r("er",-1,1),new r("heder",13,1),new r("erer",13,1),new r("s",-1,2),new r("heds",16,1),new r("es",16,1),new r("endes",18,1),new r("erendes",19,1),new r("enes",18,1),new r("ernes",18,1),new r("eres",18,1),new r("ens",16,1),new r("hedens",24,1),new r("erens",24,1),new r("ers",16,1),new r("ets",16,1),new r("erets",28,1),new r("et",-1,1),new r("eret",30,1)],l=[new r("gd",-1,-1),new r("dt",-1,-1),new r("gt",-1,-1),new r("kt",-1,-1)],m=[new r("ig",-1,1),new r("lig",0,1),new r("elig",1,1),new r("els",-1,1),new r("løst",-1,2)],w=[17,65,16,1,0,0,0,0,0,0,0,0,0,0,0,0,48,0,128],p=[239,254,42,3,0,0,0,0,0,0,0,0,0,0,0,0,16],f=new i;this.setCurrent=function(e){f.setCurrent(e)},this.getCurrent=function(){return f.getCurrent()},this.stem=function(){var r=f.cursor;return e(),f.limit_backward=r,f.cursor=f.limit,n(),f.cursor=f.limit,t(),f.cursor=f.limit,s(),f.cursor=f.limit,o(),!0}};return function(e){return"function"==typeof e.update?e.update(function(e){return n.setCurrent(e),n.stem(),n.getCurrent()}):(n.setCurrent(e),n.stem(),n.getCurrent())}}(),e.Pipeline.registerFunction(e.da.stemmer,"stemmer-da"),e.da.stopWordFilter=e.generateStopWordFilter("ad af alle alt anden at blev blive bliver da de dem den denne der deres det dette dig din disse dog du efter eller en end er et for fra ham han hans har havde have hende hendes her hos hun hvad hvis hvor i ikke ind jeg jer jo kunne man mange med meget men mig min mine mit mod ned noget nogle nu når og også om op os over på selv sig sin sine sit skal skulle som sådan thi til ud under var vi vil ville vor være været".split(" ")),e.Pipeline.registerFunction(e.da.stopWordFilter,"stopWordFilter-da")}});
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/*!
* Lunr languages, `German` language
* https://github.com/MihaiValentin/lunr-languages
*
* Copyright 2014, Mihai Valentin
* http://www.mozilla.org/MPL/
*/
/*!
* based on
* Snowball JavaScript Library v0.3
* http://code.google.com/p/urim/
* http://snowball.tartarus.org/
*
* Copyright 2010, Oleg Mazko
* http://www.mozilla.org/MPL/
*/
!function(e,r){"function"==typeof define&&define.amd?define(r):"object"==typeof exports?module.exports=r():r()(e.lunr)}(this,function(){return function(e){if(void 0===e)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===e.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");e.de=function(){this.pipeline.reset(),this.pipeline.add(e.de.trimmer,e.de.stopWordFilter,e.de.stemmer),this.searchPipeline&&(this.searchPipeline.reset(),this.searchPipeline.add(e.de.stemmer))},e.de.wordCharacters="A-Za-zªºÀ-ÖØ-öø-ʸˠ-ˤᴀ-ᴥᴬ-ᵜᵢ-ᵥᵫ-ᵷᵹ-ᶾḀ-ỿⁱⁿₐ-ₜKÅℲⅎⅠ-ↈⱠ-ⱿꜢ-ꞇꞋ-ꞭꞰ-ꞷꟷ-ꟿꬰ-ꭚꭜ-ꭤff-stA-Za-z",e.de.trimmer=e.trimmerSupport.generateTrimmer(e.de.wordCharacters),e.Pipeline.registerFunction(e.de.trimmer,"trimmer-de"),e.de.stemmer=function(){var r=e.stemmerSupport.Among,n=e.stemmerSupport.SnowballProgram,i=new function(){function e(e,r,n){return!(!v.eq_s(1,e)||(v.ket=v.cursor,!v.in_grouping(p,97,252)))&&(v.slice_from(r),v.cursor=n,!0)}function i(){for(var r,n,i,s,t=v.cursor;;)if(r=v.cursor,v.bra=r,v.eq_s(1,"ß"))v.ket=v.cursor,v.slice_from("ss");else{if(r>=v.limit)break;v.cursor=r+1}for(v.cursor=t;;)for(n=v.cursor;;){if(i=v.cursor,v.in_grouping(p,97,252)){if(s=v.cursor,v.bra=s,e("u","U",i))break;if(v.cursor=s,e("y","Y",i))break}if(i>=v.limit)return void(v.cursor=n);v.cursor=i+1}}function s(){for(;!v.in_grouping(p,97,252);){if(v.cursor>=v.limit)return!0;v.cursor++}for(;!v.out_grouping(p,97,252);){if(v.cursor>=v.limit)return!0;v.cursor++}return!1}function t(){m=v.limit,l=m;var e=v.cursor+3;0<=e&&e<=v.limit&&(d=e,s()||(m=v.cursor,m<d&&(m=d),s()||(l=v.cursor)))}function o(){for(var e,r;;){if(r=v.cursor,v.bra=r,!(e=v.find_among(h,6)))return;switch(v.ket=v.cursor,e){case 1:v.slice_from("y");break;case 2:case 5:v.slice_from("u");break;case 3:v.slice_from("a");break;case 4:v.slice_from("o");break;case 6:if(v.cursor>=v.limit)return;v.cursor++}}}function c(){return m<=v.cursor}function u(){return l<=v.cursor}function a(){var e,r,n,i,s=v.limit-v.cursor;if(v.ket=v.cursor,(e=v.find_among_b(w,7))&&(v.bra=v.cursor,c()))switch(e){case 1:v.slice_del();break;case 2:v.slice_del(),v.ket=v.cursor,v.eq_s_b(1,"s")&&(v.bra=v.cursor,v.eq_s_b(3,"nis")&&v.slice_del());break;case 3:v.in_grouping_b(g,98,116)&&v.slice_del()}if(v.cursor=v.limit-s,v.ket=v.cursor,(e=v.find_among_b(f,4))&&(v.bra=v.cursor,c()))switch(e){case 1:v.slice_del();break;case 2:if(v.in_grouping_b(k,98,116)){var t=v.cursor-3;v.limit_backward<=t&&t<=v.limit&&(v.cursor=t,v.slice_del())}}if(v.cursor=v.limit-s,v.ket=v.cursor,(e=v.find_among_b(_,8))&&(v.bra=v.cursor,u()))switch(e){case 1:v.slice_del(),v.ket=v.cursor,v.eq_s_b(2,"ig")&&(v.bra=v.cursor,r=v.limit-v.cursor,v.eq_s_b(1,"e")||(v.cursor=v.limit-r,u()&&v.slice_del()));break;case 2:n=v.limit-v.cursor,v.eq_s_b(1,"e")||(v.cursor=v.limit-n,v.slice_del());break;case 3:if(v.slice_del(),v.ket=v.cursor,i=v.limit-v.cursor,!v.eq_s_b(2,"er")&&(v.cursor=v.limit-i,!v.eq_s_b(2,"en")))break;v.bra=v.cursor,c()&&v.slice_del();break;case 4:v.slice_del(),v.ket=v.cursor,e=v.find_among_b(b,2),e&&(v.bra=v.cursor,u()&&1==e&&v.slice_del())}}var d,l,m,h=[new r("",-1,6),new r("U",0,2),new r("Y",0,1),new r("ä",0,3),new r("ö",0,4),new r("ü",0,5)],w=[new r("e",-1,2),new r("em",-1,1),new r("en",-1,2),new r("ern",-1,1),new r("er",-1,1),new r("s",-1,3),new r("es",5,2)],f=[new r("en",-1,1),new r("er",-1,1),new r("st",-1,2),new r("est",2,1)],b=[new r("ig",-1,1),new r("lich",-1,1)],_=[new r("end",-1,1),new r("ig",-1,2),new r("ung",-1,1),new r("lich",-1,3),new r("isch",-1,2),new r("ik",-1,2),new r("heit",-1,3),new r("keit",-1,4)],p=[17,65,16,1,0,0,0,0,0,0,0,0,0,0,0,0,8,0,32,8],g=[117,30,5],k=[117,30,4],v=new n;this.setCurrent=function(e){v.setCurrent(e)},this.getCurrent=function(){return v.getCurrent()},this.stem=function(){var e=v.cursor;return i(),v.cursor=e,t(),v.limit_backward=e,v.cursor=v.limit,a(),v.cursor=v.limit_backward,o(),!0}};return function(e){return"function"==typeof e.update?e.update(function(e){return i.setCurrent(e),i.stem(),i.getCurrent()}):(i.setCurrent(e),i.stem(),i.getCurrent())}}(),e.Pipeline.registerFunction(e.de.stemmer,"stemmer-de"),e.de.stopWordFilter=e.generateStopWordFilter("aber alle allem allen aller alles als also am an ander andere anderem anderen anderer anderes anderm andern anderr anders auch auf aus bei bin bis bist da damit dann das dasselbe dazu daß dein deine deinem deinen deiner deines dem demselben den denn denselben der derer derselbe derselben des desselben dessen dich die dies diese dieselbe dieselben diesem diesen dieser dieses dir doch dort du durch ein eine einem einen einer eines einig einige einigem einigen einiger einiges einmal er es etwas euch euer eure eurem euren eurer eures für gegen gewesen hab habe haben hat hatte hatten hier hin hinter ich ihm ihn ihnen ihr ihre ihrem ihren ihrer ihres im in indemLine truncated
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/*!
* Lunr languages, `Dutch` language
* https://github.com/MihaiValentin/lunr-languages
*
* Copyright 2014, Mihai Valentin
* http://www.mozilla.org/MPL/
*/
/*!
* based on
* Snowball JavaScript Library v0.3
* http://code.google.com/p/urim/
* http://snowball.tartarus.org/
*
* Copyright 2010, Oleg Mazko
* http://www.mozilla.org/MPL/
*/
!function(e,r){"function"==typeof define&&define.amd?define(r):"object"==typeof exports?module.exports=r():r()(e.lunr)}(this,function(){return function(e){if(void 0===e)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===e.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");console.warn('[Lunr Languages] Please use the "nl" instead of the "du". The "nl" code is the standard code for Dutch language, and "du" will be removed in the next major versions.'),e.du=function(){this.pipeline.reset(),this.pipeline.add(e.du.trimmer,e.du.stopWordFilter,e.du.stemmer),this.searchPipeline&&(this.searchPipeline.reset(),this.searchPipeline.add(e.du.stemmer))},e.du.wordCharacters="A-Za-zªºÀ-ÖØ-öø-ʸˠ-ˤᴀ-ᴥᴬ-ᵜᵢ-ᵥᵫ-ᵷᵹ-ᶾḀ-ỿⁱⁿₐ-ₜKÅℲⅎⅠ-ↈⱠ-ⱿꜢ-ꞇꞋ-ꞭꞰ-ꞷꟷ-ꟿꬰ-ꭚꭜ-ꭤff-stA-Za-z",e.du.trimmer=e.trimmerSupport.generateTrimmer(e.du.wordCharacters),e.Pipeline.registerFunction(e.du.trimmer,"trimmer-du"),e.du.stemmer=function(){var r=e.stemmerSupport.Among,i=e.stemmerSupport.SnowballProgram,n=new function(){function e(){for(var e,r,i,o=C.cursor;;){if(C.bra=C.cursor,e=C.find_among(b,11))switch(C.ket=C.cursor,e){case 1:C.slice_from("a");continue;case 2:C.slice_from("e");continue;case 3:C.slice_from("i");continue;case 4:C.slice_from("o");continue;case 5:C.slice_from("u");continue;case 6:if(C.cursor>=C.limit)break;C.cursor++;continue}break}for(C.cursor=o,C.bra=o,C.eq_s(1,"y")?(C.ket=C.cursor,C.slice_from("Y")):C.cursor=o;;)if(r=C.cursor,C.in_grouping(q,97,232)){if(i=C.cursor,C.bra=i,C.eq_s(1,"i"))C.ket=C.cursor,C.in_grouping(q,97,232)&&(C.slice_from("I"),C.cursor=r);else if(C.cursor=i,C.eq_s(1,"y"))C.ket=C.cursor,C.slice_from("Y"),C.cursor=r;else if(n(r))break}else if(n(r))break}function n(e){return C.cursor=e,e>=C.limit||(C.cursor++,!1)}function o(){_=C.limit,f=_,t()||(_=C.cursor,_<3&&(_=3),t()||(f=C.cursor))}function t(){for(;!C.in_grouping(q,97,232);){if(C.cursor>=C.limit)return!0;C.cursor++}for(;!C.out_grouping(q,97,232);){if(C.cursor>=C.limit)return!0;C.cursor++}return!1}function s(){for(var e;;)if(C.bra=C.cursor,e=C.find_among(p,3))switch(C.ket=C.cursor,e){case 1:C.slice_from("y");break;case 2:C.slice_from("i");break;case 3:if(C.cursor>=C.limit)return;C.cursor++}}function u(){return _<=C.cursor}function c(){return f<=C.cursor}function a(){var e=C.limit-C.cursor;C.find_among_b(g,3)&&(C.cursor=C.limit-e,C.ket=C.cursor,C.cursor>C.limit_backward&&(C.cursor--,C.bra=C.cursor,C.slice_del()))}function l(){var e;w=!1,C.ket=C.cursor,C.eq_s_b(1,"e")&&(C.bra=C.cursor,u()&&(e=C.limit-C.cursor,C.out_grouping_b(q,97,232)&&(C.cursor=C.limit-e,C.slice_del(),w=!0,a())))}function m(){var e;u()&&(e=C.limit-C.cursor,C.out_grouping_b(q,97,232)&&(C.cursor=C.limit-e,C.eq_s_b(3,"gem")||(C.cursor=C.limit-e,C.slice_del(),a())))}function d(){var e,r,i,n,o,t,s=C.limit-C.cursor;if(C.ket=C.cursor,e=C.find_among_b(h,5))switch(C.bra=C.cursor,e){case 1:u()&&C.slice_from("heid");break;case 2:m();break;case 3:u()&&C.out_grouping_b(z,97,232)&&C.slice_del()}if(C.cursor=C.limit-s,l(),C.cursor=C.limit-s,C.ket=C.cursor,C.eq_s_b(4,"heid")&&(C.bra=C.cursor,c()&&(r=C.limit-C.cursor,C.eq_s_b(1,"c")||(C.cursor=C.limit-r,C.slice_del(),C.ket=C.cursor,C.eq_s_b(2,"en")&&(C.bra=C.cursor,m())))),C.cursor=C.limit-s,C.ket=C.cursor,e=C.find_among_b(k,6))switch(C.bra=C.cursor,e){case 1:if(c()){if(C.slice_del(),i=C.limit-C.cursor,C.ket=C.cursor,C.eq_s_b(2,"ig")&&(C.bra=C.cursor,c()&&(n=C.limit-C.cursor,!C.eq_s_b(1,"e")))){C.cursor=C.limit-n,C.slice_del();break}C.cursor=C.limit-i,a()}break;case 2:c()&&(o=C.limit-C.cursor,C.eq_s_b(1,"e")||(C.cursor=C.limit-o,C.slice_del()));break;case 3:c()&&(C.slice_del(),l());break;case 4:c()&&C.slice_del();break;case 5:c()&&w&&C.slice_del()}C.cursor=C.limit-s,C.out_grouping_b(j,73,232)&&(t=C.limit-C.cursor,C.find_among_b(v,4)&&C.out_grouping_b(q,97,232)&&(C.cursor=C.limit-t,C.ket=C.cursor,C.cursor>C.limit_backward&&(C.cursor--,C.bra=C.cursor,C.slice_del())))}var f,_,w,b=[new r("",-1,6),new r("á",0,1),new r("ä",0,1),new r("é",0,2),new r("ë",0,2),new r("í",0,3),new r("ï",0,3),new r("ó",0,4),new r("ö",0,4),new r("ú",0,5),new r("ü",0,5)],p=[new r("",-1,3),new r("I",0,2),new r("Y",0,1)],g=[new r("dd",-1,-1),new r("kk",-1,-1),new r("tt",-1,-1)],h=[new r("ene",-1,2),new r("se",-1,3),new r("en",-1,2),new r("heden",2,1),new r("s",-1,3)],k=[new r("end",-1,1),new r("ig",-1,2),new r("ing",-1,1),new r("lijk",-1,3),new r("baar",-1,4),new r("bar",-1,5)],v=[new r("aa",-1,-1),new r("ee",-1,-1),new r("oo",-1,-1),new r("uu",-1,-1)],q=[17,65,16,1,0,0,0,0,0,0,0,0,0,0,0,0,128],j=[1,0,0,17,65,16,1,0,0,0,0,0,0,0,0,0,0,0,0,128],z=[17,67,16,1,0,0,0,0,0,0,0,0,0,0,0,0,128],C=new i;this.setCurrent=function(e){C.setCurrent(e)},this.getCurrent=function(){return C.getCurrent()},this.stem=function(){var r=C.cursor;return e(),C.cursor=r,o(),C.limit_backward=r,C.cursoLine truncated
-1
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@@ -1 +0,0 @@
!function(e,t){"function"==typeof define&&define.amd?define(t):"object"==typeof exports?module.exports=t():t()(e.lunr)}(this,function(){return function(e){if(void 0===e)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===e.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");e.el=function(){this.pipeline.reset(),void 0===this.searchPipeline&&this.pipeline.add(e.el.trimmer,e.el.normilizer),this.pipeline.add(e.el.stopWordFilter,e.el.stemmer),this.searchPipeline&&(this.searchPipeline.reset(),this.searchPipeline.add(e.el.stemmer))},e.el.wordCharacters="A-Za-zΑαΒβΓγΔδΕεΖζΗηΘθΙιΚκΛλΜμΝνΞξΟοΠπΡρΣσςΤτΥυΦφΧχΨψΩωΆάΈέΉήΊίΌόΎύΏώΪΐΫΰΐΰ",e.el.trimmer=e.trimmerSupport.generateTrimmer(e.el.wordCharacters),e.Pipeline.registerFunction(e.el.trimmer,"trimmer-el"),e.el.stemmer=function(){function e(e){return s.test(e)}function t(e){return/[ΑΕΗΙΟΥΩ]$/.test(e)}function r(e){return/[ΑΕΗΙΟΩ]$/.test(e)}function n(n){var s=n;if(n.length<3)return s;if(!e(n))return s;if(i.indexOf(n)>=0)return s;var u=new RegExp("(.*)("+Object.keys(l).join("|")+")$"),o=u.exec(s);return null!==o&&(s=o[1]+l[o[2]]),null!==(o=/^(.+?)(ΑΔΕΣ|ΑΔΩΝ)$/.exec(s))&&(s=o[1],/(ΟΚ|ΜΑΜ|ΜΑΝ|ΜΠΑΜΠ|ΠΑΤΕΡ|ΓΙΑΓΙ|ΝΤΑΝΤ|ΚΥΡ|ΘΕΙ|ΠΕΘΕΡ|ΜΟΥΣΑΜ|ΚΑΠΛΑΜ|ΠΑΡ|ΨΑΡ|ΤΖΟΥΡ|ΤΑΜΠΟΥΡ|ΓΑΛΑΤ|ΦΑΦΛΑΤ)$/.test(o[1])||(s+="ΑΔ")),null!==(o=/^(.+?)(ΕΔΕΣ|ΕΔΩΝ)$/.exec(s))&&(s=o[1],/(ΟΠ|ΙΠ|ΕΜΠ|ΥΠ|ΓΗΠ|ΔΑΠ|ΚΡΑΣΠ|ΜΙΛ)$/.test(o[1])&&(s+="ΕΔ")),null!==(o=/^(.+?)(ΟΥΔΕΣ|ΟΥΔΩΝ)$/.exec(s))&&(s=o[1],/(ΑΡΚ|ΚΑΛΙΑΚ|ΠΕΤΑΛ|ΛΙΧ|ΠΛΕΞ|ΣΚ|Σ|ΦΛ|ΦΡ|ΒΕΛ|ΛΟΥΛ|ΧΝ|ΣΠ|ΤΡΑΓ|ΦΕ)$/.test(o[1])&&(s+="ΟΥΔ")),null!==(o=/^(.+?)(ΕΩΣ|ΕΩΝ|ΕΑΣ|ΕΑ)$/.exec(s))&&(s=o[1],/^(Θ|Δ|ΕΛ|ΓΑΛ|Ν|Π|ΙΔ|ΠΑΡ|ΣΤΕΡ|ΟΡΦ|ΑΝΔΡ|ΑΝΤΡ)$/.test(o[1])&&(s+="Ε")),null!==(o=/^(.+?)(ΕΙΟ|ΕΙΟΣ|ΕΙΟΙ|ΕΙΑ|ΕΙΑΣ|ΕΙΕΣ|ΕΙΟΥ|ΕΙΟΥΣ|ΕΙΩΝ)$/.exec(s))&&o[1].length>4&&(s=o[1]),null!==(o=/^(.+?)(ΙΟΥΣ|ΙΑΣ|ΙΕΣ|ΙΟΣ|ΙΟΥ|ΙΟΙ|ΙΩΝ|ΙΟΝ|ΙΑ|ΙΟ)$/.exec(s))&&(s=o[1],(t(s)||s.length<2||/^(ΑΓ|ΑΓΓΕΛ|ΑΓΡ|ΑΕΡ|ΑΘΛ|ΑΚΟΥΣ|ΑΞ|ΑΣ|Β|ΒΙΒΛ|ΒΥΤ|Γ|ΓΙΑΓ|ΓΩΝ|Δ|ΔΑΝ|ΔΗΛ|ΔΗΜ|ΔΟΚΙΜ|ΕΛ|ΖΑΧΑΡ|ΗΛ|ΗΠ|ΙΔ|ΙΣΚ|ΙΣΤ|ΙΟΝ|ΙΩΝ|ΚΙΜΩΛ|ΚΟΛΟΝ|ΚΟΡ|ΚΤΗΡ|ΚΥΡ|ΛΑΓ|ΛΟΓ|ΜΑΓ|ΜΠΑΝ|ΜΠΡ|ΝΑΥΤ|ΝΟΤ|ΟΠΑΛ|ΟΞ|ΟΡ|ΟΣ|ΠΑΝΑΓ|ΠΑΤΡ|ΠΗΛ|ΠΗΝ|ΠΛΑΙΣ|ΠΟΝΤ|ΡΑΔ|ΡΟΔ|ΣΚ|ΣΚΟΡΠ|ΣΟΥΝ|ΣΠΑΝ|ΣΤΑΔ|ΣΥΡ|ΤΗΛ|ΤΙΜ|ΤΟΚ|ΤΟΠ|ΤΡΟΧ|ΦΙΛ|ΦΩΤ|Χ|ΧΙΛ|ΧΡΩΜ|ΧΩΡ)$/.test(o[1]))&&(s+="Ι"),/^(ΠΑΛ)$/.test(o[1])&&(s+="ΑΙ")),null!==(o=/^(.+?)(ΙΚΟΣ|ΙΚΟΝ|ΙΚΕΙΣ|ΙΚΟΙ|ΙΚΕΣ|ΙΚΟΥΣ|ΙΚΗ|ΙΚΗΣ|ΙΚΟ|ΙΚΑ|ΙΚΟΥ|ΙΚΩΝ|ΙΚΩΣ)$/.exec(s))&&(s=o[1],(t(s)||/^(ΑΔ|ΑΛ|ΑΜΑΝ|ΑΜΕΡ|ΑΜΜΟΧΑΛ|ΑΝΗΘ|ΑΝΤΙΔ|ΑΠΛ|ΑΤΤ|ΑΦΡ|ΒΑΣ|ΒΡΩΜ|ΓΕΝ|ΓΕΡ|Δ|ΔΙΚΑΝ|ΔΥΤ|ΕΙΔ|ΕΝΔ|ΕΞΩΔ|ΗΘ|ΘΕΤ|ΚΑΛΛΙΝ|ΚΑΛΠ|ΚΑΤΑΔ|ΚΟΥΖΙΝ|ΚΡ|ΚΩΔ|ΛΟΓ|Μ|ΜΕΡ|ΜΟΝΑΔ|ΜΟΥΛ|ΜΟΥΣ|ΜΠΑΓΙΑΤ|ΜΠΑΝ|ΜΠΟΛ|ΜΠΟΣ|ΜΥΣΤ|Ν|ΝΙΤ|ΞΙΚ|ΟΠΤ|ΠΑΝ|ΠΕΤΣ|ΠΙΚΑΝΤ|ΠΙΤΣ|ΠΛΑΣΤ|ΠΛΙΑΤΣ|ΠΟΝΤ|ΠΟΣΤΕΛΝ|ΠΡΩΤΟΔ|ΣΕΡΤ|ΣΗΜΑΝΤ|ΣΤΑΤ|ΣΥΝΑΔ|ΣΥΝΟΜΗΛ|ΤΕΛ|ΤΕΧΝ|ΤΡΟΠ|ΤΣΑΜ|ΥΠΟΔ|Φ|ΦΙΛΟΝ|ΦΥΛΟΔ|ΦΥΣ|ΧΑΣ)$/.test(o[1])||/(ΦΟΙΝ)$/.test(o[1]))&&(s+="ΙΚ")),"ΑΓΑΜΕ"===s&&(s="ΑΓΑΜ"),null!==(o=/^(.+?)(ΑΓΑΜΕ|ΗΣΑΜΕ|ΟΥΣΑΜΕ|ΗΚΑΜΕ|ΗΘΗΚΑΜΕ)$/.exec(s))&&(s=o[1]),null!==(o=/^(.+?)(ΑΜΕ)$/.exec(s))&&(s=o[1],/^(ΑΝΑΠ|ΑΠΟΘ|ΑΠΟΚ|ΑΠΟΣΤ|ΒΟΥΒ|ΞΕΘ|ΟΥΛ|ΠΕΘ|ΠΙΚΡ|ΠΟΤ|ΣΙΧ|Χ)$/.test(o[1])&&(s+="ΑΜ")),null!==(o=/^(.+?)(ΑΓΑΝΕ|ΗΣΑΝΕ|ΟΥΣΑΝΕ|ΙΟΝΤΑΝΕ|ΙΟΤΑΝΕ|ΙΟΥΝΤΑΝΕ|ΟΝΤΑΝΕ|ΟΤΑΝΕ|ΟΥΝΤΑΝΕ|ΗΚΑΝΕ|ΗΘΗΚΑΝΕ)$/.exec(s))&&(s=o[1],/^(ΤΡ|ΤΣ)$/.test(o[1])&&(s+="ΑΓΑΝ")),null!==(o=/^(.+?)(ΑΝΕ)$/.exec(s))&&(s=o[1],(r(s)||/^(ΒΕΤΕΡ|ΒΟΥΛΚ|ΒΡΑΧΜ|Γ|ΔΡΑΔΟΥΜ|Θ|ΚΑΛΠΟΥΖ|ΚΑΣΤΕΛ|ΚΟΡΜΟΡ|ΛΑΟΠΛ|ΜΩΑΜΕΘ|Μ|ΜΟΥΣΟΥΛΜΑΝ|ΟΥΛ|Π|ΠΕΛΕΚ|ΠΛ|ΠΟΛΙΣ|ΠΟΡΤΟΛ|ΣΑΡΑΚΑΤΣ|ΣΟΥΛΤ|ΤΣΑΡΛΑΤ|ΟΡΦ|ΤΣΙΓΓ|ΤΣΟΠ|ΦΩΤΟΣΤΕΦ|Χ|ΨΥΧΟΠΛ|ΑΓ|ΟΡΦ|ΓΑΛ|ΓΕΡ|ΔΕΚ|ΔΙΠΛ|ΑΜΕΡΙΚΑΝ|ΟΥΡ|ΠΙΘ|ΠΟΥΡΙΤ|Σ|ΖΩΝΤ|ΙΚ|ΚΑΣΤ|ΚΟΠ|ΛΙΧ|ΛΟΥΘΗΡ|ΜΑΙΝΤ|ΜΕΛ|ΣΙΓ|ΣΠ|ΣΤΕΓ|ΤΡΑΓ|ΤΣΑΓ|Φ|ΕΡ|ΑΔΑΠ|ΑΘΙΓΓ|ΑΜΗΧ|ΑΝΙΚ|ΑΝΟΡΓ|ΑΠΗΓ|ΑΠΙΘ|ΑΤΣΙΓΓ|ΒΑΣ|ΒΑΣΚ|ΒΑΘΥΓΑΛ|ΒΙΟΜΗΧ|ΒΡΑΧΥΚ|ΔΙΑΤ|ΔΙΑΦ|ΕΝΟΡΓ|ΘΥΣ|ΚΑΠΝΟΒΙΟΜΗΧ|ΚΑΤLine truncated
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@@ -1,18 +0,0 @@
/*!
* Lunr languages, `Spanish` language
* https://github.com/MihaiValentin/lunr-languages
*
* Copyright 2014, Mihai Valentin
* http://www.mozilla.org/MPL/
*/
/*!
* based on
* Snowball JavaScript Library v0.3
* http://code.google.com/p/urim/
* http://snowball.tartarus.org/
*
* Copyright 2010, Oleg Mazko
* http://www.mozilla.org/MPL/
*/
!function(e,s){"function"==typeof define&&define.amd?define(s):"object"==typeof exports?module.exports=s():s()(e.lunr)}(this,function(){return function(e){if(void 0===e)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===e.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");e.es=function(){this.pipeline.reset(),this.pipeline.add(e.es.trimmer,e.es.stopWordFilter,e.es.stemmer),this.searchPipeline&&(this.searchPipeline.reset(),this.searchPipeline.add(e.es.stemmer))},e.es.wordCharacters="A-Za-zªºÀ-ÖØ-öø-ʸˠ-ˤᴀ-ᴥᴬ-ᵜᵢ-ᵥᵫ-ᵷᵹ-ᶾḀ-ỿⁱⁿₐ-ₜKÅℲⅎⅠ-ↈⱠ-ⱿꜢ-ꞇꞋ-ꞭꞰ-ꞷꟷ-ꟿꬰ-ꭚꭜ-ꭤff-stA-Za-z",e.es.trimmer=e.trimmerSupport.generateTrimmer(e.es.wordCharacters),e.Pipeline.registerFunction(e.es.trimmer,"trimmer-es"),e.es.stemmer=function(){var s=e.stemmerSupport.Among,r=e.stemmerSupport.SnowballProgram,n=new function(){function e(){if(A.out_grouping(x,97,252)){for(;!A.in_grouping(x,97,252);){if(A.cursor>=A.limit)return!0;A.cursor++}return!1}return!0}function n(){if(A.in_grouping(x,97,252)){var s=A.cursor;if(e()){if(A.cursor=s,!A.in_grouping(x,97,252))return!0;for(;!A.out_grouping(x,97,252);){if(A.cursor>=A.limit)return!0;A.cursor++}}return!1}return!0}function i(){var s,r=A.cursor;if(n()){if(A.cursor=r,!A.out_grouping(x,97,252))return;if(s=A.cursor,e()){if(A.cursor=s,!A.in_grouping(x,97,252)||A.cursor>=A.limit)return;A.cursor++}}g=A.cursor}function a(){for(;!A.in_grouping(x,97,252);){if(A.cursor>=A.limit)return!1;A.cursor++}for(;!A.out_grouping(x,97,252);){if(A.cursor>=A.limit)return!1;A.cursor++}return!0}function t(){var e=A.cursor;g=A.limit,p=g,v=g,i(),A.cursor=e,a()&&(p=A.cursor,a()&&(v=A.cursor))}function o(){for(var e;;){if(A.bra=A.cursor,e=A.find_among(k,6))switch(A.ket=A.cursor,e){case 1:A.slice_from("a");continue;case 2:A.slice_from("e");continue;case 3:A.slice_from("i");continue;case 4:A.slice_from("o");continue;case 5:A.slice_from("u");continue;case 6:if(A.cursor>=A.limit)break;A.cursor++;continue}break}}function u(){return g<=A.cursor}function w(){return p<=A.cursor}function c(){return v<=A.cursor}function m(){var e;if(A.ket=A.cursor,A.find_among_b(y,13)&&(A.bra=A.cursor,(e=A.find_among_b(q,11))&&u()))switch(e){case 1:A.bra=A.cursor,A.slice_from("iendo");break;case 2:A.bra=A.cursor,A.slice_from("ando");break;case 3:A.bra=A.cursor,A.slice_from("ar");break;case 4:A.bra=A.cursor,A.slice_from("er");break;case 5:A.bra=A.cursor,A.slice_from("ir");break;case 6:A.slice_del();break;case 7:A.eq_s_b(1,"u")&&A.slice_del()}}function l(e,s){if(!c())return!0;A.slice_del(),A.ket=A.cursor;var r=A.find_among_b(e,s);return r&&(A.bra=A.cursor,1==r&&c()&&A.slice_del()),!1}function d(e){return!c()||(A.slice_del(),A.ket=A.cursor,A.eq_s_b(2,e)&&(A.bra=A.cursor,c()&&A.slice_del()),!1)}function b(){var e;if(A.ket=A.cursor,e=A.find_among_b(S,46)){switch(A.bra=A.cursor,e){case 1:if(!c())return!1;A.slice_del();break;case 2:if(d("ic"))return!1;break;case 3:if(!c())return!1;A.slice_from("log");break;case 4:if(!c())return!1;A.slice_from("u");break;case 5:if(!c())return!1;A.slice_from("ente");break;case 6:if(!w())return!1;A.slice_del(),A.ket=A.cursor,e=A.find_among_b(C,4),e&&(A.bra=A.cursor,c()&&(A.slice_del(),1==e&&(A.ket=A.cursor,A.eq_s_b(2,"at")&&(A.bra=A.cursor,c()&&A.slice_del()))));break;case 7:if(l(P,3))return!1;break;case 8:if(l(F,3))return!1;break;case 9:if(d("at"))return!1}return!0}return!1}function f(){var e,s;if(A.cursor>=g&&(s=A.limit_backward,A.limit_backward=g,A.ket=A.cursor,e=A.find_among_b(W,12),A.limit_backward=s,e)){if(A.bra=A.cursor,1==e){if(!A.eq_s_b(1,"u"))return!1;A.slice_del()}return!0}return!1}function _(){var e,s,r,n;if(A.cursor>=g&&(s=A.limit_backward,A.limit_backward=g,A.ket=A.cursor,e=A.find_among_b(L,96),A.limit_backward=s,e))switch(A.bra=A.cursor,e){case 1:r=A.limit-A.cursor,A.eq_s_b(1,"u")?(n=A.limit-A.cursor,A.eq_s_b(1,"g")?A.cursor=A.limit-n:A.cursor=A.limit-r):A.cursor=A.limit-r,A.bra=A.cursor;case 2:A.slice_del()}}function h(){var e,s;if(A.ket=A.cursor,e=A.find_among_b(z,8))switch(A.bra=A.cursor,e){case 1:u()&&A.slice_del();break;case 2:u()&&(A.slice_del(),A.ket=A.cursor,A.eq_s_b(1,"u")&&(A.bra=A.cursor,s=A.limit-A.cursor,A.eq_s_b(1,"g")&&(A.cursor=A.limit-s,u()&&A.slice_del())))}}var v,p,g,k=[new s("",-1,6),new s("á",0,1),new s("é",0,2),new s("í",0,3),new s("ó",0,4),new s("ú",0,5)],y=[new s("la",-1,-1),new s("sela",0,-1),new s("le",-1,-1),new s("me",-1,-1),new s("se",-1,-1),new s("lo",-1,-1),new s("selo",5,-1),new s("las",-1,-1),new s("selas",7,-1),new s("les",-1,-1),new s("los",-1,-1),new s("selos",10,-1),new s("nos",-1,-1)],q=[new s("ando",-1,6),new s("iendo",-1,6),new s("yendo",-1,7),new s("ándo",-1,2),new s("iéndo",-1,1),new s("ar",-1,6),new s("er",-1,6),new s("ir",-1,6),new s("ár",-1,3),new s("ér",-1,4),new s("ír",-1,5)],C=[new s("ic",-1,-1),new s("ad",-1,-1),new s("os",-1,-1),new s("iLine truncated
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/*!
* Lunr languages, `Finnish` language
* https://github.com/MihaiValentin/lunr-languages
*
* Copyright 2014, Mihai Valentin
* http://www.mozilla.org/MPL/
*/
/*!
* based on
* Snowball JavaScript Library v0.3
* http://code.google.com/p/urim/
* http://snowball.tartarus.org/
*
* Copyright 2010, Oleg Mazko
* http://www.mozilla.org/MPL/
*/
!function(i,e){"function"==typeof define&&define.amd?define(e):"object"==typeof exports?module.exports=e():e()(i.lunr)}(this,function(){return function(i){if(void 0===i)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===i.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");i.fi=function(){this.pipeline.reset(),this.pipeline.add(i.fi.trimmer,i.fi.stopWordFilter,i.fi.stemmer),this.searchPipeline&&(this.searchPipeline.reset(),this.searchPipeline.add(i.fi.stemmer))},i.fi.wordCharacters="A-Za-zªºÀ-ÖØ-öø-ʸˠ-ˤᴀ-ᴥᴬ-ᵜᵢ-ᵥᵫ-ᵷᵹ-ᶾḀ-ỿⁱⁿₐ-ₜKÅℲⅎⅠ-ↈⱠ-ⱿꜢ-ꞇꞋ-ꞭꞰ-ꞷꟷ-ꟿꬰ-ꭚꭜ-ꭤff-stA-Za-z",i.fi.trimmer=i.trimmerSupport.generateTrimmer(i.fi.wordCharacters),i.Pipeline.registerFunction(i.fi.trimmer,"trimmer-fi"),i.fi.stemmer=function(){var e=i.stemmerSupport.Among,r=i.stemmerSupport.SnowballProgram,n=new function(){function i(){f=A.limit,d=f,n()||(f=A.cursor,n()||(d=A.cursor))}function n(){for(var i;;){if(i=A.cursor,A.in_grouping(W,97,246))break;if(A.cursor=i,i>=A.limit)return!0;A.cursor++}for(A.cursor=i;!A.out_grouping(W,97,246);){if(A.cursor>=A.limit)return!0;A.cursor++}return!1}function t(){return d<=A.cursor}function s(){var i,e;if(A.cursor>=f)if(e=A.limit_backward,A.limit_backward=f,A.ket=A.cursor,i=A.find_among_b(h,10)){switch(A.bra=A.cursor,A.limit_backward=e,i){case 1:if(!A.in_grouping_b(x,97,246))return;break;case 2:if(!t())return}A.slice_del()}else A.limit_backward=e}function o(){var i,e,r;if(A.cursor>=f)if(e=A.limit_backward,A.limit_backward=f,A.ket=A.cursor,i=A.find_among_b(v,9))switch(A.bra=A.cursor,A.limit_backward=e,i){case 1:r=A.limit-A.cursor,A.eq_s_b(1,"k")||(A.cursor=A.limit-r,A.slice_del());break;case 2:A.slice_del(),A.ket=A.cursor,A.eq_s_b(3,"kse")&&(A.bra=A.cursor,A.slice_from("ksi"));break;case 3:A.slice_del();break;case 4:A.find_among_b(p,6)&&A.slice_del();break;case 5:A.find_among_b(g,6)&&A.slice_del();break;case 6:A.find_among_b(j,2)&&A.slice_del()}else A.limit_backward=e}function l(){return A.find_among_b(q,7)}function a(){return A.eq_s_b(1,"i")&&A.in_grouping_b(L,97,246)}function u(){var i,e,r;if(A.cursor>=f)if(e=A.limit_backward,A.limit_backward=f,A.ket=A.cursor,i=A.find_among_b(C,30)){switch(A.bra=A.cursor,A.limit_backward=e,i){case 1:if(!A.eq_s_b(1,"a"))return;break;case 2:case 9:if(!A.eq_s_b(1,"e"))return;break;case 3:if(!A.eq_s_b(1,"i"))return;break;case 4:if(!A.eq_s_b(1,"o"))return;break;case 5:if(!A.eq_s_b(1,"ä"))return;break;case 6:if(!A.eq_s_b(1,"ö"))return;break;case 7:if(r=A.limit-A.cursor,!l()&&(A.cursor=A.limit-r,!A.eq_s_b(2,"ie"))){A.cursor=A.limit-r;break}if(A.cursor=A.limit-r,A.cursor<=A.limit_backward){A.cursor=A.limit-r;break}A.cursor--,A.bra=A.cursor;break;case 8:if(!A.in_grouping_b(W,97,246)||!A.out_grouping_b(W,97,246))return}A.slice_del(),k=!0}else A.limit_backward=e}function c(){var i,e,r;if(A.cursor>=d)if(e=A.limit_backward,A.limit_backward=d,A.ket=A.cursor,i=A.find_among_b(P,14)){if(A.bra=A.cursor,A.limit_backward=e,1==i){if(r=A.limit-A.cursor,A.eq_s_b(2,"po"))return;A.cursor=A.limit-r}A.slice_del()}else A.limit_backward=e}function m(){var i;A.cursor>=f&&(i=A.limit_backward,A.limit_backward=f,A.ket=A.cursor,A.find_among_b(F,2)?(A.bra=A.cursor,A.limit_backward=i,A.slice_del()):A.limit_backward=i)}function w(){var i,e,r,n,t,s;if(A.cursor>=f){if(e=A.limit_backward,A.limit_backward=f,A.ket=A.cursor,A.eq_s_b(1,"t")&&(A.bra=A.cursor,r=A.limit-A.cursor,A.in_grouping_b(W,97,246)&&(A.cursor=A.limit-r,A.slice_del(),A.limit_backward=e,n=A.limit-A.cursor,A.cursor>=d&&(A.cursor=d,t=A.limit_backward,A.limit_backward=A.cursor,A.cursor=A.limit-n,A.ket=A.cursor,i=A.find_among_b(S,2))))){if(A.bra=A.cursor,A.limit_backward=t,1==i){if(s=A.limit-A.cursor,A.eq_s_b(2,"po"))return;A.cursor=A.limit-s}return void A.slice_del()}A.limit_backward=e}}function _(){var i,e,r,n;if(A.cursor>=f){for(i=A.limit_backward,A.limit_backward=f,e=A.limit-A.cursor,l()&&(A.cursor=A.limit-e,A.ket=A.cursor,A.cursor>A.limit_backward&&(A.cursor--,A.bra=A.cursor,A.slice_del())),A.cursor=A.limit-e,A.ket=A.cursor,A.in_grouping_b(y,97,228)&&(A.bra=A.cursor,A.out_grouping_b(W,97,246)&&A.slice_del()),A.cursor=A.limit-e,A.ket=A.cursor,A.eq_s_b(1,"j")&&(A.bra=A.cursor,r=A.limit-A.cursor,A.eq_s_b(1,"o")?A.slice_del():(A.cursor=A.limit-r,A.eq_s_b(1,"u")&&A.slice_del())),A.cursor=A.limit-e,A.ket=A.cursor,A.eq_s_b(1,"o")&&(A.bra=A.cursor,A.eq_s_b(1,"j")&&A.slice_del()),A.cursor=A.limit-e,A.limit_backward=i;;){if(n=A.limit-A.cursor,A.out_grouping_b(W,97,246)){A.cursor=A.limit-n;break}if(A.cursor=A.limit-n,A.cursor<=A.limit_backward)return;A.cursor--}A.ket=A.cursor,A.cursor>A.limit_backward&&(A.cursor--,A.bra=A.cursor,b=A.slice_to(),A.eq_v_b(b)&&A.slice_del())}}var k,b,d,f,h=[new e("pa",-1,1),new e("sti",-1,2),new e("kaan",-1,1),new e("han",-1,1),new e("kin",-1,1),new e("hän",-1,1),new e("kään",-1,1),new e("ko",-1,Line truncated
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/*!
* Lunr languages, `French` language
* https://github.com/MihaiValentin/lunr-languages
*
* Copyright 2014, Mihai Valentin
* http://www.mozilla.org/MPL/
*/
/*!
* based on
* Snowball JavaScript Library v0.3
* http://code.google.com/p/urim/
* http://snowball.tartarus.org/
*
* Copyright 2010, Oleg Mazko
* http://www.mozilla.org/MPL/
*/
!function(e,r){"function"==typeof define&&define.amd?define(r):"object"==typeof exports?module.exports=r():r()(e.lunr)}(this,function(){return function(e){if(void 0===e)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===e.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");e.fr=function(){this.pipeline.reset(),this.pipeline.add(e.fr.trimmer,e.fr.stopWordFilter,e.fr.stemmer),this.searchPipeline&&(this.searchPipeline.reset(),this.searchPipeline.add(e.fr.stemmer))},e.fr.wordCharacters="A-Za-zªºÀ-ÖØ-öø-ʸˠ-ˤᴀ-ᴥᴬ-ᵜᵢ-ᵥᵫ-ᵷᵹ-ᶾḀ-ỿⁱⁿₐ-ₜKÅℲⅎⅠ-ↈⱠ-ⱿꜢ-ꞇꞋ-ꞭꞰ-ꞷꟷ-ꟿꬰ-ꭚꭜ-ꭤff-stA-Za-z",e.fr.trimmer=e.trimmerSupport.generateTrimmer(e.fr.wordCharacters),e.Pipeline.registerFunction(e.fr.trimmer,"trimmer-fr"),e.fr.stemmer=function(){var r=e.stemmerSupport.Among,s=e.stemmerSupport.SnowballProgram,i=new function(){function e(e,r,s){return!(!W.eq_s(1,e)||(W.ket=W.cursor,!W.in_grouping(F,97,251)))&&(W.slice_from(r),W.cursor=s,!0)}function i(e,r,s){return!!W.eq_s(1,e)&&(W.ket=W.cursor,W.slice_from(r),W.cursor=s,!0)}function n(){for(var r,s;;){if(r=W.cursor,W.in_grouping(F,97,251)){if(W.bra=W.cursor,s=W.cursor,e("u","U",r))continue;if(W.cursor=s,e("i","I",r))continue;if(W.cursor=s,i("y","Y",r))continue}if(W.cursor=r,W.bra=r,!e("y","Y",r)){if(W.cursor=r,W.eq_s(1,"q")&&(W.bra=W.cursor,i("u","U",r)))continue;if(W.cursor=r,r>=W.limit)return;W.cursor++}}}function t(){for(;!W.in_grouping(F,97,251);){if(W.cursor>=W.limit)return!0;W.cursor++}for(;!W.out_grouping(F,97,251);){if(W.cursor>=W.limit)return!0;W.cursor++}return!1}function u(){var e=W.cursor;if(q=W.limit,g=q,p=q,W.in_grouping(F,97,251)&&W.in_grouping(F,97,251)&&W.cursor<W.limit)W.cursor++;else if(W.cursor=e,!W.find_among(v,3)){W.cursor=e;do{if(W.cursor>=W.limit){W.cursor=q;break}W.cursor++}while(!W.in_grouping(F,97,251))}q=W.cursor,W.cursor=e,t()||(g=W.cursor,t()||(p=W.cursor))}function o(){for(var e,r;;){if(r=W.cursor,W.bra=r,!(e=W.find_among(h,4)))break;switch(W.ket=W.cursor,e){case 1:W.slice_from("i");break;case 2:W.slice_from("u");break;case 3:W.slice_from("y");break;case 4:if(W.cursor>=W.limit)return;W.cursor++}}}function c(){return q<=W.cursor}function a(){return g<=W.cursor}function l(){return p<=W.cursor}function w(){var e,r;if(W.ket=W.cursor,e=W.find_among_b(C,43)){switch(W.bra=W.cursor,e){case 1:if(!l())return!1;W.slice_del();break;case 2:if(!l())return!1;W.slice_del(),W.ket=W.cursor,W.eq_s_b(2,"ic")&&(W.bra=W.cursor,l()?W.slice_del():W.slice_from("iqU"));break;case 3:if(!l())return!1;W.slice_from("log");break;case 4:if(!l())return!1;W.slice_from("u");break;case 5:if(!l())return!1;W.slice_from("ent");break;case 6:if(!c())return!1;if(W.slice_del(),W.ket=W.cursor,e=W.find_among_b(z,6))switch(W.bra=W.cursor,e){case 1:l()&&(W.slice_del(),W.ket=W.cursor,W.eq_s_b(2,"at")&&(W.bra=W.cursor,l()&&W.slice_del()));break;case 2:l()?W.slice_del():a()&&W.slice_from("eux");break;case 3:l()&&W.slice_del();break;case 4:c()&&W.slice_from("i")}break;case 7:if(!l())return!1;if(W.slice_del(),W.ket=W.cursor,e=W.find_among_b(y,3))switch(W.bra=W.cursor,e){case 1:l()?W.slice_del():W.slice_from("abl");break;case 2:l()?W.slice_del():W.slice_from("iqU");break;case 3:l()&&W.slice_del()}break;case 8:if(!l())return!1;if(W.slice_del(),W.ket=W.cursor,W.eq_s_b(2,"at")&&(W.bra=W.cursor,l()&&(W.slice_del(),W.ket=W.cursor,W.eq_s_b(2,"ic")))){W.bra=W.cursor,l()?W.slice_del():W.slice_from("iqU");break}break;case 9:W.slice_from("eau");break;case 10:if(!a())return!1;W.slice_from("al");break;case 11:if(l())W.slice_del();else{if(!a())return!1;W.slice_from("eux")}break;case 12:if(!a()||!W.out_grouping_b(F,97,251))return!1;W.slice_del();break;case 13:return c()&&W.slice_from("ant"),!1;case 14:return c()&&W.slice_from("ent"),!1;case 15:return r=W.limit-W.cursor,W.in_grouping_b(F,97,251)&&c()&&(W.cursor=W.limit-r,W.slice_del()),!1}return!0}return!1}function f(){var e,r;if(W.cursor<q)return!1;if(r=W.limit_backward,W.limit_backward=q,W.ket=W.cursor,!(e=W.find_among_b(x,35)))return W.limit_backward=r,!1;if(W.bra=W.cursor,1==e){if(!W.out_grouping_b(F,97,251))return W.limit_backward=r,!1;W.slice_del()}return W.limit_backward=r,!0}function m(){var e,r,s;if(W.cursor<q)return!1;if(r=W.limit_backward,W.limit_backward=q,W.ket=W.cursor,!(e=W.find_among_b(I,38)))return W.limit_backward=r,!1;switch(W.bra=W.cursor,e){case 1:if(!l())return W.limit_backward=r,!1;W.slice_del();break;case 2:W.slice_del();break;case 3:W.slice_del(),s=W.limit-W.cursor,W.ket=W.cursor,W.eq_s_b(1,"e")?(W.bra=W.cursor,W.slice_del()):W.cursor=W.limit-s}return W.limit_backward=r,!0}function _(){var e,r,s,i,n=W.limit-W.cursor;if(W.ket=W.cursor,W.eq_s_b(1,"s")?(W.bra=W.cursor,r=W.limit-W.cursor,W.out_grouping_b(S,97,232)?(W.cursor=W.limit-r,W.slice_del()):W.cursor=W.limit-n):W.cursor=W.limit-n,W.cursor>=q){if(s=W.limit_backward,W.limit_backwarLine truncated
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!function(e,r){"function"==typeof define&&define.amd?define(r):"object"==typeof exports?module.exports=r():r()(e.lunr)}(this,function(){return function(e){if(void 0===e)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===e.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");e.he=function(){this.pipeline.reset(),this.pipeline.add(e.he.trimmer,e.he.stopWordFilter,e.he.stemmer),this.searchPipeline&&(this.searchPipeline.reset(),this.searchPipeline.add(e.he.stemmer))},e.he.wordCharacters="֑-״א-תa-zA-Za-zA-Z0-90-9",e.he.trimmer=e.trimmerSupport.generateTrimmer(e.he.wordCharacters),e.Pipeline.registerFunction(e.he.trimmer,"trimmer-he"),e.he.stemmer=function(){var e=this;return e.result=!1,e.preRemoved=!1,e.sufRemoved=!1,e.pre={pre1:"ה ו י ת",pre2:"ב כ ל מ ש כש",pre3:"הב הכ הל המ הש בש לכ",pre4:"וב וכ ול ומ וש",pre5:"מה שה כל",pre6:"מב מכ מל ממ מש",pre7:"בה בו בי בת כה כו כי כת לה לו לי לת",pre8:"ובה ובו ובי ובת וכה וכו וכי וכת ולה ולו ולי ולת"},e.suf={suf1:"ך כ ם ן נ",suf2:"ים ות וך וכ ום ון ונ הם הן יכ יך ינ ים",suf3:"תי תך תכ תם תן תנ",suf4:"ותי ותך ותכ ותם ותן ותנ",suf5:"נו כם כן הם הן",suf6:"ונו וכם וכן והם והן",suf7:"תכם תכן תנו תהם תהן",suf8:"הוא היא הם הן אני אתה את אנו אתם אתן",suf9:"ני נו כי כו כם כן תי תך תכ תם תן",suf10:"י ך כ ם ן נ ת"},e.patterns=JSON.parse('{"hebrewPatterns": [{"pt1": [{"c": "ה", "l": 0}]}, {"pt2": [{"c": "ו", "l": 0}]}, {"pt3": [{"c": "י", "l": 0}]}, {"pt4": [{"c": "ת", "l": 0}]}, {"pt5": [{"c": "מ", "l": 0}]}, {"pt6": [{"c": "ל", "l": 0}]}, {"pt7": [{"c": "ב", "l": 0}]}, {"pt8": [{"c": "כ", "l": 0}]}, {"pt9": [{"c": "ש", "l": 0}]}, {"pt10": [{"c": "כש", "l": 0}]}, {"pt11": [{"c": "בה", "l": 0}]}, {"pt12": [{"c": "וב", "l": 0}]}, {"pt13": [{"c": "וכ", "l": 0}]}, {"pt14": [{"c": "ול", "l": 0}]}, {"pt15": [{"c": "ומ", "l": 0}]}, {"pt16": [{"c": "וש", "l": 0}]}, {"pt17": [{"c": "הב", "l": 0}]}, {"pt18": [{"c": "הכ", "l": 0}]}, {"pt19": [{"c": "הל", "l": 0}]}, {"pt20": [{"c": "המ", "l": 0}]}, {"pt21": [{"c": "הש", "l": 0}]}, {"pt22": [{"c": "מה", "l": 0}]}, {"pt23": [{"c": "שה", "l": 0}]}, {"pt24": [{"c": "כל", "l": 0}]}]}'),e.execArray=["cleanWord","removeDiacritics","removeStopWords","normalizeHebrewCharacters"],e.stem=function(){var r=0;for(e.result=!1,e.preRemoved=!1,e.sufRemoved=!1;r<e.execArray.length&&1!=e.result;)e.result=e[e.execArray[r]](),r++},e.setCurrent=function(r){e.word=r},e.getCurrent=function(){return e.word},e.cleanWord=function(){return!!new RegExp("[^֑-״א-ת]").test("")},e.removeDiacritics=function(){var r=new RegExp("[ְ-ֿ]","g");return e.word=e.word.replace(r,""),!1},e.removeStopWords=function(){if("אבל או אולי אותו אותי אותך אותם אותן אותנו אז אחר אחרות אחרי אחריכן אחרים אחרת אי איזה איך אין איפה אל אלה אלו אם אנחנו אני אף אפשר את אתה אתכם אתכן אתם אתן באיזה באיזו בגלל בין בלבד בעבור בעזרת בכל בכן בלי במידה במקום שבו ברוב בשביל בשעה ש בתוך גם דרך הוא היא היה היי היכן היתה היתי הם הן הנה הסיבה שבגללה הרי ואילו ואת זאת זה זות יהיה יוכל יוכלו יותר מדי יכול יכולה יכולות יכולים יכל יכלה יכלו יש כאן כאשר כולם כולן כזה כי כיצד כך כל כלל כמו כן כפי כש לא לאו לאיזותך לאן לבין לה להיות להם להן לו לזה לזות לי לך לכם לכן למה למעלה למעלה מ למטה למטה מ למעט למקום שבו למרות לנו לעבר לעיכן לפיכך לפני מאד מאחורי מאיזו סיבה מאין מאיפה מבלי מבעד מדוע מה מהיכן מול מחוץ מי מידע מכאן מכל מכן מלבד מן מנין מסוגל מעט מעטים מעל מצד מקום בו מתחת מתי נגד נגר נו עד עז על עלי עליו עליה עליהם עליך עלינו עם עצמה עצמהם עצמהן עצמו עצמי עצמם עצמן עצמנו פה רק שוב של שלה שלהם שלהן שלו שלי שלך שלכה שלכם שלכן שלנו שם תהיה תחת".split(" ").indexOf(e.word)>=0)return!0},e.normalizeHebrewCharacters=function(){return e.word=e.word.replace("ך","כ"),e.word=e.word.replace("ם","מ"),e.word=e.word.replace("ן","נ"),e.word=e.word.replace("ף","פ"),e.word=e.word.replace("ץ","צ"),!1},function(r){return"function"==typeof r.update?r.update(function(r){return e.setLine truncated
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!function(e,r){"function"==typeof define&&define.amd?define(r):"object"==typeof exports?module.exports=r():r()(e.lunr)}(this,function(){return function(e){if(void 0===e)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===e.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");e.hi=function(){this.pipeline.reset(),this.pipeline.add(e.hi.trimmer,e.hi.stopWordFilter,e.hi.stemmer),this.searchPipeline&&(this.searchPipeline.reset(),this.searchPipeline.add(e.hi.stemmer))},e.hi.wordCharacters="ऀ-ःऄ-एऐ-टठ-यर-िी-ॏॐ-य़ॠ-९॰-ॿa-zA-Za-zA-Z0-90-9",e.hi.trimmer=e.trimmerSupport.generateTrimmer(e.hi.wordCharacters),e.Pipeline.registerFunction(e.hi.trimmer,"trimmer-hi"),e.hi.stopWordFilter=e.generateStopWordFilter("अत अपना अपनी अपने अभी अंदर आदि आप इत्यादि इन इनका इन्हीं इन्हें इन्हों इस इसका इसकी इसके इसमें इसी इसे उन उनका उनकी उनके उनको उन्हीं उन्हें उन्हों उस उसके उसी उसे एक एवं एस ऐसे और कई कर करता करते करना करने करें कहते कहा का काफ़ी कि कितना किन्हें किन्हों किया किर किस किसी किसे की कुछ कुल के को कोई कौन कौनसा गया घर जब जहाँ जा जितना जिन जिन्हें जिन्हों जिस जिसे जीधर जैसा जैसे जो तक तब तरह तिन तिन्हें तिन्हों तिस तिसे तो था थी थे दबारा दिया दुसरा दूसरे दो द्वारा न नके नहीं ना निहायत नीचे ने पर पहले पूरा पे फिर बनी बही बहुत बाद बाला बिलकुल भी भीतर मगर मानो मे में यदि यह यहाँ यही या यिह ये रखें रहा रहे ऱ्वासा लिए लिये लेकिन व वग़ैरह वर्ग वह वहाँ वहीं वाले वुह वे वो सकता सकते सबसे सभी साथ साबुत साभ सारा से सो संग ही हुआ हुई हुए है हैं हो होता होती होते होना होने".split(" ")),e.hi.stemmer=function(){return function(e){return"function"==typeof e.update?e.update(function(e){return e}):e}}();var r=e.wordcut;r.init(),e.hi.tokenizer=function(i){if(!arguments.length||null==i||void 0==i)return[];if(Array.isArray(i))return i.map(function(r){return isLunr2?new e.Token(r.toLowerCase()):r.toLowerCase()});var t=i.toString().toLowerCase().replace(/^\s+/,"");return r.cut(t).split("|")},e.Pipeline.registerFunction(e.hi.stemmer,"stemmer-hi"),e.Pipeline.registerFunction(e.hi.stopWordFilter,"stopWordFilter-hi")}});
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/*!
* Lunr languages, `Hungarian` language
* https://github.com/MihaiValentin/lunr-languages
*
* Copyright 2014, Mihai Valentin
* http://www.mozilla.org/MPL/
*/
/*!
* based on
* Snowball JavaScript Library v0.3
* http://code.google.com/p/urim/
* http://snowball.tartarus.org/
*
* Copyright 2010, Oleg Mazko
* http://www.mozilla.org/MPL/
*/
!function(e,n){"function"==typeof define&&define.amd?define(n):"object"==typeof exports?module.exports=n():n()(e.lunr)}(this,function(){return function(e){if(void 0===e)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===e.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");e.hu=function(){this.pipeline.reset(),this.pipeline.add(e.hu.trimmer,e.hu.stopWordFilter,e.hu.stemmer),this.searchPipeline&&(this.searchPipeline.reset(),this.searchPipeline.add(e.hu.stemmer))},e.hu.wordCharacters="A-Za-zªºÀ-ÖØ-öø-ʸˠ-ˤᴀ-ᴥᴬ-ᵜᵢ-ᵥᵫ-ᵷᵹ-ᶾḀ-ỿⁱⁿₐ-ₜKÅℲⅎⅠ-ↈⱠ-ⱿꜢ-ꞇꞋ-ꞭꞰ-ꞷꟷ-ꟿꬰ-ꭚꭜ-ꭤff-stA-Za-z",e.hu.trimmer=e.trimmerSupport.generateTrimmer(e.hu.wordCharacters),e.Pipeline.registerFunction(e.hu.trimmer,"trimmer-hu"),e.hu.stemmer=function(){var n=e.stemmerSupport.Among,r=e.stemmerSupport.SnowballProgram,i=new function(){function e(){var e,n=L.cursor;if(d=L.limit,L.in_grouping(W,97,252))for(;;){if(e=L.cursor,L.out_grouping(W,97,252))return L.cursor=e,L.find_among(g,8)||(L.cursor=e,e<L.limit&&L.cursor++),void(d=L.cursor);if(L.cursor=e,e>=L.limit)return void(d=e);L.cursor++}if(L.cursor=n,L.out_grouping(W,97,252)){for(;!L.in_grouping(W,97,252);){if(L.cursor>=L.limit)return;L.cursor++}d=L.cursor}}function i(){return d<=L.cursor}function a(){var e;if(L.ket=L.cursor,(e=L.find_among_b(h,2))&&(L.bra=L.cursor,i()))switch(e){case 1:L.slice_from("a");break;case 2:L.slice_from("e")}}function t(){var e=L.limit-L.cursor;return!!L.find_among_b(p,23)&&(L.cursor=L.limit-e,!0)}function s(){if(L.cursor>L.limit_backward){L.cursor--,L.ket=L.cursor;var e=L.cursor-1;L.limit_backward<=e&&e<=L.limit&&(L.cursor=e,L.bra=e,L.slice_del())}}function c(){var e;if(L.ket=L.cursor,(e=L.find_among_b(_,2))&&(L.bra=L.cursor,i())){if((1==e||2==e)&&!t())return;L.slice_del(),s()}}function o(){L.ket=L.cursor,L.find_among_b(v,44)&&(L.bra=L.cursor,i()&&(L.slice_del(),a()))}function w(){var e;if(L.ket=L.cursor,(e=L.find_among_b(z,3))&&(L.bra=L.cursor,i()))switch(e){case 1:L.slice_from("e");break;case 2:case 3:L.slice_from("a")}}function l(){var e;if(L.ket=L.cursor,(e=L.find_among_b(y,6))&&(L.bra=L.cursor,i()))switch(e){case 1:case 2:L.slice_del();break;case 3:L.slice_from("a");break;case 4:L.slice_from("e")}}function u(){var e;if(L.ket=L.cursor,(e=L.find_among_b(j,2))&&(L.bra=L.cursor,i())){if((1==e||2==e)&&!t())return;L.slice_del(),s()}}function m(){var e;if(L.ket=L.cursor,(e=L.find_among_b(C,7))&&(L.bra=L.cursor,i()))switch(e){case 1:L.slice_from("a");break;case 2:L.slice_from("e");break;case 3:case 4:case 5:case 6:case 7:L.slice_del()}}function k(){var e;if(L.ket=L.cursor,(e=L.find_among_b(P,12))&&(L.bra=L.cursor,i()))switch(e){case 1:case 4:case 7:case 9:L.slice_del();break;case 2:case 5:case 8:L.slice_from("e");break;case 3:case 6:L.slice_from("a")}}function f(){var e;if(L.ket=L.cursor,(e=L.find_among_b(F,31))&&(L.bra=L.cursor,i()))switch(e){case 1:case 4:case 7:case 8:case 9:case 12:case 13:case 16:case 17:case 18:L.slice_del();break;case 2:case 5:case 10:case 14:case 19:L.slice_from("a");break;case 3:case 6:case 11:case 15:case 20:L.slice_from("e")}}function b(){var e;if(L.ket=L.cursor,(e=L.find_among_b(S,42))&&(L.bra=L.cursor,i()))switch(e){case 1:case 4:case 5:case 6:case 9:case 10:case 11:case 14:case 15:case 16:case 17:case 20:case 21:case 24:case 25:case 26:case 29:L.slice_del();break;case 2:case 7:case 12:case 18:case 22:case 27:L.slice_from("a");break;case 3:case 8:case 13:case 19:case 23:case 28:L.slice_from("e")}}var d,g=[new n("cs",-1,-1),new n("dzs",-1,-1),new n("gy",-1,-1),new n("ly",-1,-1),new n("ny",-1,-1),new n("sz",-1,-1),new n("ty",-1,-1),new n("zs",-1,-1)],h=[new n("á",-1,1),new n("é",-1,2)],p=[new n("bb",-1,-1),new n("cc",-1,-1),new n("dd",-1,-1),new n("ff",-1,-1),new n("gg",-1,-1),new n("jj",-1,-1),new n("kk",-1,-1),new n("ll",-1,-1),new n("mm",-1,-1),new n("nn",-1,-1),new n("pp",-1,-1),new n("rr",-1,-1),new n("ccs",-1,-1),new n("ss",-1,-1),new n("zzs",-1,-1),new n("tt",-1,-1),new n("vv",-1,-1),new n("ggy",-1,-1),new n("lly",-1,-1),new n("nny",-1,-1),new n("tty",-1,-1),new n("ssz",-1,-1),new n("zz",-1,-1)],_=[new n("al",-1,1),new n("el",-1,2)],v=[new n("ba",-1,-1),new n("ra",-1,-1),new n("be",-1,-1),new n("re",-1,-1),new n("ig",-1,-1),new n("nak",-1,-1),new n("nek",-1,-1),new n("val",-1,-1),new n("vel",-1,-1),new n("ul",-1,-1),new n("nál",-1,-1),new n("nél",-1,-1),new n("ból",-1,-1),new n("ról",-1,-1),new n("tól",-1,-1),new n("bõl",-1,-1),new n("rõl",-1,-1),new n("tõl",-1,-1),new n("ül",-1,-1),new n("n",-1,-1),new n("an",19,-1),new n("ban",20,-1),new n("en",19,-1),new n("ben",22,-1),new n("képpen",22,-1),new n("on",19,-1),new n("ön",19,-1),new n("képp",-1,-1),new n("kor",-1,-1),new n("t",-1,-1),new n("at",29,-1),new n("et",29,-1),new n("ként",29,-1),new n("anként",32,-1),new n("enként",32,-1),new n("onként",32,-1),Line truncated
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!function(e,r){"function"==typeof define&&define.amd?define(r):"object"==typeof exports?module.exports=r():r()(e.lunr)}(this,function(){return function(e){if(void 0===e)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===e.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");e.hy=function(){this.pipeline.reset(),this.pipeline.add(e.hy.trimmer,e.hy.stopWordFilter)},e.hy.wordCharacters="[A-Za-z԰-֏ff-ﭏ]",e.hy.trimmer=e.trimmerSupport.generateTrimmer(e.hy.wordCharacters),e.Pipeline.registerFunction(e.hy.trimmer,"trimmer-hy"),e.hy.stopWordFilter=e.generateStopWordFilter("դու և եք էիր էիք հետո նաև նրանք որը վրա է որ պիտի են այս մեջ ն իր ու ի այդ որոնք այն կամ էր մի ես համար այլ իսկ էին ենք հետ ին թ էինք մենք նրա նա դուք եմ էի ըստ որպես ում".split(" ")),e.Pipeline.registerFunction(e.hy.stopWordFilter,"stopWordFilter-hy"),e.hy.stemmer=function(){return function(e){return"function"==typeof e.update?e.update(function(e){return e}):e}}(),e.Pipeline.registerFunction(e.hy.stemmer,"stemmer-hy")}});
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/*!
* Lunr languages, `Italian` language
* https://github.com/MihaiValentin/lunr-languages
*
* Copyright 2014, Mihai Valentin
* http://www.mozilla.org/MPL/
*/
/*!
* based on
* Snowball JavaScript Library v0.3
* http://code.google.com/p/urim/
* http://snowball.tartarus.org/
*
* Copyright 2010, Oleg Mazko
* http://www.mozilla.org/MPL/
*/
!function(e,r){"function"==typeof define&&define.amd?define(r):"object"==typeof exports?module.exports=r():r()(e.lunr)}(this,function(){return function(e){if(void 0===e)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===e.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");e.it=function(){this.pipeline.reset(),this.pipeline.add(e.it.trimmer,e.it.stopWordFilter,e.it.stemmer),this.searchPipeline&&(this.searchPipeline.reset(),this.searchPipeline.add(e.it.stemmer))},e.it.wordCharacters="A-Za-zªºÀ-ÖØ-öø-ʸˠ-ˤᴀ-ᴥᴬ-ᵜᵢ-ᵥᵫ-ᵷᵹ-ᶾḀ-ỿⁱⁿₐ-ₜKÅℲⅎⅠ-ↈⱠ-ⱿꜢ-ꞇꞋ-ꞭꞰ-ꞷꟷ-ꟿꬰ-ꭚꭜ-ꭤff-stA-Za-z",e.it.trimmer=e.trimmerSupport.generateTrimmer(e.it.wordCharacters),e.Pipeline.registerFunction(e.it.trimmer,"trimmer-it"),e.it.stemmer=function(){var r=e.stemmerSupport.Among,n=e.stemmerSupport.SnowballProgram,i=new function(){function e(e,r,n){return!(!x.eq_s(1,e)||(x.ket=x.cursor,!x.in_grouping(L,97,249)))&&(x.slice_from(r),x.cursor=n,!0)}function i(){for(var r,n,i,o,t=x.cursor;;){if(x.bra=x.cursor,r=x.find_among(h,7))switch(x.ket=x.cursor,r){case 1:x.slice_from("à");continue;case 2:x.slice_from("è");continue;case 3:x.slice_from("ì");continue;case 4:x.slice_from("ò");continue;case 5:x.slice_from("ù");continue;case 6:x.slice_from("qU");continue;case 7:if(x.cursor>=x.limit)break;x.cursor++;continue}break}for(x.cursor=t;;)for(n=x.cursor;;){if(i=x.cursor,x.in_grouping(L,97,249)){if(x.bra=x.cursor,o=x.cursor,e("u","U",i))break;if(x.cursor=o,e("i","I",i))break}if(x.cursor=i,x.cursor>=x.limit)return void(x.cursor=n);x.cursor++}}function o(e){if(x.cursor=e,!x.in_grouping(L,97,249))return!1;for(;!x.out_grouping(L,97,249);){if(x.cursor>=x.limit)return!1;x.cursor++}return!0}function t(){if(x.in_grouping(L,97,249)){var e=x.cursor;if(x.out_grouping(L,97,249)){for(;!x.in_grouping(L,97,249);){if(x.cursor>=x.limit)return o(e);x.cursor++}return!0}return o(e)}return!1}function s(){var e,r=x.cursor;if(!t()){if(x.cursor=r,!x.out_grouping(L,97,249))return;if(e=x.cursor,x.out_grouping(L,97,249)){for(;!x.in_grouping(L,97,249);){if(x.cursor>=x.limit)return x.cursor=e,void(x.in_grouping(L,97,249)&&x.cursor<x.limit&&x.cursor++);x.cursor++}return void(k=x.cursor)}if(x.cursor=e,!x.in_grouping(L,97,249)||x.cursor>=x.limit)return;x.cursor++}k=x.cursor}function a(){for(;!x.in_grouping(L,97,249);){if(x.cursor>=x.limit)return!1;x.cursor++}for(;!x.out_grouping(L,97,249);){if(x.cursor>=x.limit)return!1;x.cursor++}return!0}function u(){var e=x.cursor;k=x.limit,p=k,g=k,s(),x.cursor=e,a()&&(p=x.cursor,a()&&(g=x.cursor))}function c(){for(var e;;){if(x.bra=x.cursor,!(e=x.find_among(q,3)))break;switch(x.ket=x.cursor,e){case 1:x.slice_from("i");break;case 2:x.slice_from("u");break;case 3:if(x.cursor>=x.limit)return;x.cursor++}}}function w(){return k<=x.cursor}function l(){return p<=x.cursor}function m(){return g<=x.cursor}function f(){var e;if(x.ket=x.cursor,x.find_among_b(C,37)&&(x.bra=x.cursor,(e=x.find_among_b(z,5))&&w()))switch(e){case 1:x.slice_del();break;case 2:x.slice_from("e")}}function v(){var e;if(x.ket=x.cursor,!(e=x.find_among_b(S,51)))return!1;switch(x.bra=x.cursor,e){case 1:if(!m())return!1;x.slice_del();break;case 2:if(!m())return!1;x.slice_del(),x.ket=x.cursor,x.eq_s_b(2,"ic")&&(x.bra=x.cursor,m()&&x.slice_del());break;case 3:if(!m())return!1;x.slice_from("log");break;case 4:if(!m())return!1;x.slice_from("u");break;case 5:if(!m())return!1;x.slice_from("ente");break;case 6:if(!w())return!1;x.slice_del();break;case 7:if(!l())return!1;x.slice_del(),x.ket=x.cursor,e=x.find_among_b(P,4),e&&(x.bra=x.cursor,m()&&(x.slice_del(),1==e&&(x.ket=x.cursor,x.eq_s_b(2,"at")&&(x.bra=x.cursor,m()&&x.slice_del()))));break;case 8:if(!m())return!1;x.slice_del(),x.ket=x.cursor,e=x.find_among_b(F,3),e&&(x.bra=x.cursor,1==e&&m()&&x.slice_del());break;case 9:if(!m())return!1;x.slice_del(),x.ket=x.cursor,x.eq_s_b(2,"at")&&(x.bra=x.cursor,m()&&(x.slice_del(),x.ket=x.cursor,x.eq_s_b(2,"ic")&&(x.bra=x.cursor,m()&&x.slice_del())))}return!0}function b(){var e,r;x.cursor>=k&&(r=x.limit_backward,x.limit_backward=k,x.ket=x.cursor,e=x.find_among_b(W,87),e&&(x.bra=x.cursor,1==e&&x.slice_del()),x.limit_backward=r)}function d(){var e=x.limit-x.cursor;if(x.ket=x.cursor,x.in_grouping_b(y,97,242)&&(x.bra=x.cursor,w()&&(x.slice_del(),x.ket=x.cursor,x.eq_s_b(1,"i")&&(x.bra=x.cursor,w()))))return void x.slice_del();x.cursor=x.limit-e}function _(){d(),x.ket=x.cursor,x.eq_s_b(1,"h")&&(x.bra=x.cursor,x.in_grouping_b(U,99,103)&&w()&&x.slice_del())}var g,p,k,h=[new r("",-1,7),new r("qu",0,6),new r("á",0,1),new r("é",0,2),new r("í",0,3),new r("ó",0,4),new r("ú",0,5)],q=[new r("",-1,3),new r("I",0,1),new r("U",0,2)],C=[new r("la",-1,-1),new r("cela",0,-1),new r("gliela",0,-1),new r("mela",0,-1),new r("tela",0,-1),new r("vela",0,-1),new r("le",-1,-1),new r("cele",6,-1),new r("gliele",6Line truncated
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!function(e,r){"function"==typeof define&&define.amd?define(r):"object"==typeof exports?module.exports=r():r()(e.lunr)}(this,function(){return function(e){if(void 0===e)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===e.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");var r="2"==e.version[0];e.ja=function(){this.pipeline.reset(),this.pipeline.add(e.ja.trimmer,e.ja.stopWordFilter,e.ja.stemmer),r?this.tokenizer=e.ja.tokenizer:(e.tokenizer&&(e.tokenizer=e.ja.tokenizer),this.tokenizerFn&&(this.tokenizerFn=e.ja.tokenizer))};var t=new e.TinySegmenter;e.ja.tokenizer=function(i){var n,o,s,p,a,u,m,l,c,f;if(!arguments.length||null==i||void 0==i)return[];if(Array.isArray(i))return i.map(function(t){return r?new e.Token(t.toLowerCase()):t.toLowerCase()});for(o=i.toString().toLowerCase().replace(/^\s+/,""),n=o.length-1;n>=0;n--)if(/\S/.test(o.charAt(n))){o=o.substring(0,n+1);break}for(a=[],s=o.length,c=0,l=0;c<=s;c++)if(u=o.charAt(c),m=c-l,u.match(/\s/)||c==s){if(m>0)for(p=t.segment(o.slice(l,c)).filter(function(e){return!!e}),f=l,n=0;n<p.length;n++)r?a.push(new e.Token(p[n],{position:[f,p[n].length],index:a.length})):a.push(p[n]),f+=p[n].length;l=c+1}return a},e.ja.stemmer=function(){return function(e){return e}}(),e.Pipeline.registerFunction(e.ja.stemmer,"stemmer-ja"),e.ja.wordCharacters="一二三四五六七八九十百千万億兆一-龠々〆ヵヶぁ-んァ-ヴーア-ン゙a-zA-Za-zA-Z0-90-9",e.ja.trimmer=e.trimmerSupport.generateTrimmer(e.ja.wordCharacters),e.Pipeline.registerFunction(e.ja.trimmer,"trimmer-ja"),e.ja.stopWordFilter=e.generateStopWordFilter("これ それ あれ この その あの ここ そこ あそこ こちら どこ だれ なに なん 何 私 貴方 貴方方 我々 私達 あの人 あのかた 彼女 彼 です あります おります います は が の に を で え から まで より も どの と し それで しかし".split(" ")),e.Pipeline.registerFunction(e.ja.stopWordFilter,"stopWordFilter-ja"),e.jp=e.ja,e.Pipeline.registerFunction(e.jp.stemmer,"stemmer-jp"),e.Pipeline.registerFunction(e.jp.trimmer,"trimmer-jp"),e.Pipeline.registerFunction(e.jp.stopWordFilter,"stopWordFilter-jp")}});
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module.exports=require("./lunr.ja");
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!function(e,r){"function"==typeof define&&define.amd?define(r):"object"==typeof exports?module.exports=r():r()(e.lunr)}(this,function(){return function(e){if(void 0===e)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===e.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");e.kn=function(){this.pipeline.reset(),this.pipeline.add(e.kn.trimmer,e.kn.stopWordFilter,e.kn.stemmer),this.searchPipeline&&(this.searchPipeline.reset(),this.searchPipeline.add(e.kn.stemmer))},e.kn.wordCharacters="ಀ-಄ಅ-ಔಕ-ಹಾ-ೌ಼-ಽೕ-ೖೝ-ೞೠ-ೡೢ-ೣ೤೥೦-೯ೱ-ೳ",e.kn.trimmer=e.trimmerSupport.generateTrimmer(e.kn.wordCharacters),e.Pipeline.registerFunction(e.kn.trimmer,"trimmer-kn"),e.kn.stopWordFilter=e.generateStopWordFilter("ಮತ್ತು ಈ ಒಂದು ರಲ್ಲಿ ಹಾಗೂ ಎಂದು ಅಥವಾ ಇದು ರ ಅವರು ಎಂಬ ಮೇಲೆ ಅವರ ತನ್ನ ಆದರೆ ತಮ್ಮ ನಂತರ ಮೂಲಕ ಹೆಚ್ಚು ನ ಆ ಕೆಲವು ಅನೇಕ ಎರಡು ಹಾಗು ಪ್ರಮುಖ ಇದನ್ನು ಇದರ ಸುಮಾರು ಅದರ ಅದು ಮೊದಲ ಬಗ್ಗೆ ನಲ್ಲಿ ರಂದು ಇತರ ಅತ್ಯಂತ ಹೆಚ್ಚಿನ ಸಹ ಸಾಮಾನ್ಯವಾಗಿ ನೇ ಹಲವಾರು ಹೊಸ ದಿ ಕಡಿಮೆ ಯಾವುದೇ ಹೊಂದಿದೆ ದೊಡ್ಡ ಅನ್ನು ಇವರು ಪ್ರಕಾರ ಇದೆ ಮಾತ್ರ ಕೂಡ ಇಲ್ಲಿ ಎಲ್ಲಾ ವಿವಿಧ ಅದನ್ನು ಹಲವು ರಿಂದ ಕೇವಲ ದ ದಕ್ಷಿಣ ಗೆ ಅವನ ಅತಿ ನೆಯ ಬಹಳ ಕೆಲಸ ಎಲ್ಲ ಪ್ರತಿ ಇತ್ಯಾದಿ ಇವು ಬೇರೆ ಹೀಗೆ ನಡುವೆ ಇದಕ್ಕೆ ಎಸ್ ಇವರ ಮೊದಲು ಶ್ರೀ ಮಾಡುವ ಇದರಲ್ಲಿ ರೀತಿಯ ಮಾಡಿದ ಕಾಲ ಅಲ್ಲಿ ಮಾಡಲು ಅದೇ ಈಗ ಅವು ಗಳು ಎ ಎಂಬುದು ಅವನು ಅಂದರೆ ಅವರಿಗೆ ಇರುವ ವಿಶೇಷ ಮುಂದೆ ಅವುಗಳ ಮುಂತಾದ ಮೂಲ ಬಿ ಮೀ ಒಂದೇ ಇನ್ನೂ ಹೆಚ್ಚಾಗಿ ಮಾಡಿ ಅವರನ್ನು ಇದೇ ಯ ರೀತಿಯಲ್ಲಿ ಜೊತೆ ಅದರಲ್ಲಿ ಮಾಡಿದರು ನಡೆದ ಆಗ ಮತ್ತೆ ಪೂರ್ವ ಆತ ಬಂದ ಯಾವ ಒಟ್ಟು ಇತರೆ ಹಿಂದೆ ಪ್ರಮಾಣದ ಗಳನ್ನು ಕುರಿತು ಯು ಆದ್ದರಿಂದ ಅಲ್ಲದೆ ನಗರದ ಮೇಲಿನ ಏಕೆಂದರೆ ರಷ್ಟು ಎಂಬುದನ್ನು ಬಾರಿ ಎಂದರೆ ಹಿಂದಿನ ಆದರೂ ಆದ ಸಂಬಂಧಿಸಿದ ಮತ್ತೊಂದು ಸಿ ಆತನ ".split(" ")),e.kn.stemmer=function(){return function(e){return"function"==typeof e.update?e.update(function(e){return e}):e}}();var r=e.wordcut;r.init(),e.kn.tokenizer=function(t){if(!arguments.length||null==t||void 0==t)return[];if(Array.isArray(t))return t.map(function(r){return isLunr2?new e.Token(r.toLowerCase()):r.toLowerCase()});var n=t.toString().toLowerCase().replace(/^\s+/,"");return r.cut(n).split("|")},e.Pipeline.registerFunction(e.kn.stemmer,"stemmer-kn"),e.Pipeline.registerFunction(e.kn.stopWordFilter,"stopWordFilter-kn")}});
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!function(e,r){"function"==typeof define&&define.amd?define(r):"object"==typeof exports?module.exports=r():r()(e.lunr)}(this,function(){return function(e){if(void 0===e)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===e.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");e.ko=function(){this.pipeline.reset(),this.pipeline.add(e.ko.trimmer,e.ko.stopWordFilter)},e.ko.wordCharacters="[A-Za-z가-힣]",e.ko.trimmer=e.trimmerSupport.generateTrimmer(e.ko.wordCharacters),e.Pipeline.registerFunction(e.ko.trimmer,"trimmer-ko"),e.ko.stopWordFilter=e.generateStopWordFilter("아 휴 아이구 아이쿠 아이고 어 나 우리 저희 따라 의해 을 를 에 의 가 으로 로 에게 뿐이다 의거하여 근거하여 입각하여 기준으로 예하면 예를 들면 예를 들자면 저 소인 소생 저희 지말고 하지마 하지마라 다른 물론 또한 그리고 비길수 없다 해서는 안된다 뿐만 아니라 만이 아니다 만은 아니다 막론하고 관계없이 그치지 않다 그러나 그런데 하지만 든간에 논하지 않다 따지지 않다 설사 비록 더라도 아니면 만 못하다 하는 편이 낫다 불문하고 향하여 향해서 향하다 쪽으로 틈타 이용하여 타다 오르다 제외하고 이 외에 이 밖에 하여야 비로소 한다면 몰라도 외에도 이곳 여기 부터 기점으로 따라서 할 생각이다 하려고하다 이리하여 그리하여 그렇게 함으로써 하지만 일때 할때 앞에서 중에서 보는데서 으로써 로써 까지 해야한다 일것이다 반드시 할줄알다 할수있다 할수있어 임에 틀림없다 한다면 등 등등 제 겨우 단지 다만 할뿐 딩동 댕그 대해서 대하여 대하면 훨씬 얼마나 얼마만큼 얼마큼 남짓 여 얼마간 약간 다소 좀 조금 다수 몇 얼마 지만 하물며 또한 그러나 그렇지만 하지만 이외에도 대해 말하자면 뿐이다 다음에 반대로 반대로 말하자면 이와 반대로 바꾸어서 말하면 바꾸어서 한다면 만약 그렇지않으면 까악 툭 딱 삐걱거리다 보드득 비걱거리다 꽈당 응당 해야한다 에 가서 각 각각 여러분 각종 각자 제각기 하도록하다 와 과 그러므로 그래서 고로 한 까닭에 하기 때문에 거니와 이지만 대하여 관하여 관한 과연 실로 아니나다를가 생각한대로 진짜로 한적이있다 하곤하였다 하 하하 허허 아하 거바 와 오 왜 어째서 무엇때문에 어찌 하겠는가 무슨 어디 어느곳 더군다나 하물며 더욱이는 어느때 언제 야 이봐 어이 여보시오 흐흐 흥 휴 헉헉 헐떡헐떡 영차 여차 어기여차 끙끙 아야 앗 아야 콸콸 졸졸 좍좍 뚝뚝 주룩주룩 솨 우르르 그래도 또 그리고 바꾸어말하면 바꾸어말하자면 혹은 혹시 답다 및 그에 따르는 때가 되어 즉 지든지 설령 가령 하더라도 할지라도 일지라도 지든지 몇 거의 하마터면 인젠 이젠 된바에야 된이상 만큼\t어찌됏든 그위에 게다가 점에서 보아 비추어 보아 고려하면 하게될것이다 일것이다 비교적 좀 보다더 비하면 시키다 하게하다 할만하다 의해서 연이서 이어서 잇따라 뒤따라 뒤이어 결국 의지하여 기대여 통하여 자마자 더욱더 불구하고 얼마든지 마음대로 주저하지 않고 곧 즉시 바로 당장 하자마자 밖에 안된다 하면된다 그래 그렇지 요컨대 다시 말하자면 바꿔 말하면 즉 구체적으로 말하자면 시작하여 시초에 이상 허 헉 허걱 바와같이 해도좋다 해도된다 게다가 더구나 하물며 와르르 팍 퍽 펄렁 동안 이래 하고있었다 이었다 에서 로부터 까지 예하면 했어요 해요 함께 같이 더불어 마저 마저도 양자 모두 습니다 가까스로 하려고하다 즈음하여 다른 다른 방면으로 해봐요 습니까 했어요 말할것도 없고 무릎쓰고 개의치않고 하는것만 못하다 하는것이 낫다 매 매번 들 모 어느것 어느 로써 갖고말하자면 어디 어느쪽 어느것 어느해 어느 년도 라 해도 언젠가 어떤것 어느것 저기 저쪽 저것 그때 그럼 그러면 요만한걸 그래 그때 저것만큼 그저 이르기까지 할 줄 안다 할 힘이 있다 너 너희 당신 어찌 설마 차라리 할지언정 할지라도 할망정 할지언정 구토하다 게우다 토하다 메쓰겁다 옆사람 퉤 쳇 의거하여 근거하여 의해 따라 힘입어 그 다음 버금 두번째로 기타 첫번째로 나머지는 그중에서 견지에서 형식으로 쓰여 입장에서 위해서 단지 의해되다 하도록시키다 뿐만아니라 반대로 전후 전자 앞의것 잠시 잠깐 하면서 그렇지만 다음에 그러한즉 그런즉 남들 아무거나 어찌하Line truncated
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!function(e,t){"function"==typeof define&&define.amd?define(t):"object"==typeof exports?module.exports=t():t()(e.lunr)}(this,function(){return function(e){e.multiLanguage=function(){for(var t=Array.prototype.slice.call(arguments),i=t.join("-"),r="",n=[],s=[],p=0;p<t.length;++p)"en"==t[p]?(r+="\\w",n.unshift(e.stopWordFilter),n.push(e.stemmer),s.push(e.stemmer)):(r+=e[t[p]].wordCharacters,e[t[p]].stopWordFilter&&n.unshift(e[t[p]].stopWordFilter),e[t[p]].stemmer&&(n.push(e[t[p]].stemmer),s.push(e[t[p]].stemmer)));var o=e.trimmerSupport.generateTrimmer(r);return e.Pipeline.registerFunction(o,"lunr-multi-trimmer-"+i),n.unshift(o),function(){this.pipeline.reset(),this.pipeline.add.apply(this.pipeline,n),this.searchPipeline&&(this.searchPipeline.reset(),this.searchPipeline.add.apply(this.searchPipeline,s))}}}});
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/*!
* Lunr languages, `Dutch` language
* https://github.com/MihaiValentin/lunr-languages
*
* Copyright 2014, Mihai Valentin
* http://www.mozilla.org/MPL/
*/
/*!
* based on
* Snowball JavaScript Library v0.3
* http://code.google.com/p/urim/
* http://snowball.tartarus.org/
*
* Copyright 2010, Oleg Mazko
* http://www.mozilla.org/MPL/
*/
!function(r,e){"function"==typeof define&&define.amd?define(e):"object"==typeof exports?module.exports=e():e()(r.lunr)}(this,function(){return function(r){if(void 0===r)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===r.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");r.nl=function(){this.pipeline.reset(),this.pipeline.add(r.nl.trimmer,r.nl.stopWordFilter,r.nl.stemmer),this.searchPipeline&&(this.searchPipeline.reset(),this.searchPipeline.add(r.nl.stemmer))},r.nl.wordCharacters="A-Za-zªºÀ-ÖØ-öø-ʸˠ-ˤᴀ-ᴥᴬ-ᵜᵢ-ᵥᵫ-ᵷᵹ-ᶾḀ-ỿⁱⁿₐ-ₜKÅℲⅎⅠ-ↈⱠ-ⱿꜢ-ꞇꞋ-ꞭꞰ-ꞷꟷ-ꟿꬰ-ꭚꭜ-ꭤff-stA-Za-z",r.nl.trimmer=r.trimmerSupport.generateTrimmer(r.nl.wordCharacters),r.Pipeline.registerFunction(r.nl.trimmer,"trimmer-nl"),r.nl.stemmer=function(){var e=r.stemmerSupport.Among,i=r.stemmerSupport.SnowballProgram,n=new function(){function r(){for(var r,e,i,o=C.cursor;;){if(C.bra=C.cursor,r=C.find_among(b,11))switch(C.ket=C.cursor,r){case 1:C.slice_from("a");continue;case 2:C.slice_from("e");continue;case 3:C.slice_from("i");continue;case 4:C.slice_from("o");continue;case 5:C.slice_from("u");continue;case 6:if(C.cursor>=C.limit)break;C.cursor++;continue}break}for(C.cursor=o,C.bra=o,C.eq_s(1,"y")?(C.ket=C.cursor,C.slice_from("Y")):C.cursor=o;;)if(e=C.cursor,C.in_grouping(q,97,232)){if(i=C.cursor,C.bra=i,C.eq_s(1,"i"))C.ket=C.cursor,C.in_grouping(q,97,232)&&(C.slice_from("I"),C.cursor=e);else if(C.cursor=i,C.eq_s(1,"y"))C.ket=C.cursor,C.slice_from("Y"),C.cursor=e;else if(n(e))break}else if(n(e))break}function n(r){return C.cursor=r,r>=C.limit||(C.cursor++,!1)}function o(){_=C.limit,d=_,t()||(_=C.cursor,_<3&&(_=3),t()||(d=C.cursor))}function t(){for(;!C.in_grouping(q,97,232);){if(C.cursor>=C.limit)return!0;C.cursor++}for(;!C.out_grouping(q,97,232);){if(C.cursor>=C.limit)return!0;C.cursor++}return!1}function s(){for(var r;;)if(C.bra=C.cursor,r=C.find_among(p,3))switch(C.ket=C.cursor,r){case 1:C.slice_from("y");break;case 2:C.slice_from("i");break;case 3:if(C.cursor>=C.limit)return;C.cursor++}}function u(){return _<=C.cursor}function c(){return d<=C.cursor}function a(){var r=C.limit-C.cursor;C.find_among_b(g,3)&&(C.cursor=C.limit-r,C.ket=C.cursor,C.cursor>C.limit_backward&&(C.cursor--,C.bra=C.cursor,C.slice_del()))}function l(){var r;w=!1,C.ket=C.cursor,C.eq_s_b(1,"e")&&(C.bra=C.cursor,u()&&(r=C.limit-C.cursor,C.out_grouping_b(q,97,232)&&(C.cursor=C.limit-r,C.slice_del(),w=!0,a())))}function m(){var r;u()&&(r=C.limit-C.cursor,C.out_grouping_b(q,97,232)&&(C.cursor=C.limit-r,C.eq_s_b(3,"gem")||(C.cursor=C.limit-r,C.slice_del(),a())))}function f(){var r,e,i,n,o,t,s=C.limit-C.cursor;if(C.ket=C.cursor,r=C.find_among_b(h,5))switch(C.bra=C.cursor,r){case 1:u()&&C.slice_from("heid");break;case 2:m();break;case 3:u()&&C.out_grouping_b(j,97,232)&&C.slice_del()}if(C.cursor=C.limit-s,l(),C.cursor=C.limit-s,C.ket=C.cursor,C.eq_s_b(4,"heid")&&(C.bra=C.cursor,c()&&(e=C.limit-C.cursor,C.eq_s_b(1,"c")||(C.cursor=C.limit-e,C.slice_del(),C.ket=C.cursor,C.eq_s_b(2,"en")&&(C.bra=C.cursor,m())))),C.cursor=C.limit-s,C.ket=C.cursor,r=C.find_among_b(k,6))switch(C.bra=C.cursor,r){case 1:if(c()){if(C.slice_del(),i=C.limit-C.cursor,C.ket=C.cursor,C.eq_s_b(2,"ig")&&(C.bra=C.cursor,c()&&(n=C.limit-C.cursor,!C.eq_s_b(1,"e")))){C.cursor=C.limit-n,C.slice_del();break}C.cursor=C.limit-i,a()}break;case 2:c()&&(o=C.limit-C.cursor,C.eq_s_b(1,"e")||(C.cursor=C.limit-o,C.slice_del()));break;case 3:c()&&(C.slice_del(),l());break;case 4:c()&&C.slice_del();break;case 5:c()&&w&&C.slice_del()}C.cursor=C.limit-s,C.out_grouping_b(z,73,232)&&(t=C.limit-C.cursor,C.find_among_b(v,4)&&C.out_grouping_b(q,97,232)&&(C.cursor=C.limit-t,C.ket=C.cursor,C.cursor>C.limit_backward&&(C.cursor--,C.bra=C.cursor,C.slice_del())))}var d,_,w,b=[new e("",-1,6),new e("á",0,1),new e("ä",0,1),new e("é",0,2),new e("ë",0,2),new e("í",0,3),new e("ï",0,3),new e("ó",0,4),new e("ö",0,4),new e("ú",0,5),new e("ü",0,5)],p=[new e("",-1,3),new e("I",0,2),new e("Y",0,1)],g=[new e("dd",-1,-1),new e("kk",-1,-1),new e("tt",-1,-1)],h=[new e("ene",-1,2),new e("se",-1,3),new e("en",-1,2),new e("heden",2,1),new e("s",-1,3)],k=[new e("end",-1,1),new e("ig",-1,2),new e("ing",-1,1),new e("lijk",-1,3),new e("baar",-1,4),new e("bar",-1,5)],v=[new e("aa",-1,-1),new e("ee",-1,-1),new e("oo",-1,-1),new e("uu",-1,-1)],q=[17,65,16,1,0,0,0,0,0,0,0,0,0,0,0,0,128],z=[1,0,0,17,65,16,1,0,0,0,0,0,0,0,0,0,0,0,0,128],j=[17,67,16,1,0,0,0,0,0,0,0,0,0,0,0,0,128],C=new i;this.setCurrent=function(r){C.setCurrent(r)},this.getCurrent=function(){return C.getCurrent()},this.stem=function(){var e=C.cursor;return r(),C.cursor=e,o(),C.limit_backward=e,C.cursor=C.limit,f(),C.cursor=C.limit_backward,s(),!0}};return function(r){return"function"==typeof r.update?r.update(function(r){return n.setCurrent(r),n.stem(),n.getCurrent()}):(n.setCurrLine truncated
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/*!
* Lunr languages, `Norwegian` language
* https://github.com/MihaiValentin/lunr-languages
*
* Copyright 2014, Mihai Valentin
* http://www.mozilla.org/MPL/
*/
/*!
* based on
* Snowball JavaScript Library v0.3
* http://code.google.com/p/urim/
* http://snowball.tartarus.org/
*
* Copyright 2010, Oleg Mazko
* http://www.mozilla.org/MPL/
*/
!function(e,r){"function"==typeof define&&define.amd?define(r):"object"==typeof exports?module.exports=r():r()(e.lunr)}(this,function(){return function(e){if(void 0===e)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===e.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");e.no=function(){this.pipeline.reset(),this.pipeline.add(e.no.trimmer,e.no.stopWordFilter,e.no.stemmer),this.searchPipeline&&(this.searchPipeline.reset(),this.searchPipeline.add(e.no.stemmer))},e.no.wordCharacters="A-Za-zªºÀ-ÖØ-öø-ʸˠ-ˤᴀ-ᴥᴬ-ᵜᵢ-ᵥᵫ-ᵷᵹ-ᶾḀ-ỿⁱⁿₐ-ₜKÅℲⅎⅠ-ↈⱠ-ⱿꜢ-ꞇꞋ-ꞭꞰ-ꞷꟷ-ꟿꬰ-ꭚꭜ-ꭤff-stA-Za-z",e.no.trimmer=e.trimmerSupport.generateTrimmer(e.no.wordCharacters),e.Pipeline.registerFunction(e.no.trimmer,"trimmer-no"),e.no.stemmer=function(){var r=e.stemmerSupport.Among,n=e.stemmerSupport.SnowballProgram,i=new function(){function e(){var e,r=w.cursor+3;if(a=w.limit,0<=r||r<=w.limit){for(s=r;;){if(e=w.cursor,w.in_grouping(d,97,248)){w.cursor=e;break}if(e>=w.limit)return;w.cursor=e+1}for(;!w.out_grouping(d,97,248);){if(w.cursor>=w.limit)return;w.cursor++}a=w.cursor,a<s&&(a=s)}}function i(){var e,r,n;if(w.cursor>=a&&(r=w.limit_backward,w.limit_backward=a,w.ket=w.cursor,e=w.find_among_b(m,29),w.limit_backward=r,e))switch(w.bra=w.cursor,e){case 1:w.slice_del();break;case 2:n=w.limit-w.cursor,w.in_grouping_b(c,98,122)?w.slice_del():(w.cursor=w.limit-n,w.eq_s_b(1,"k")&&w.out_grouping_b(d,97,248)&&w.slice_del());break;case 3:w.slice_from("er")}}function t(){var e,r=w.limit-w.cursor;w.cursor>=a&&(e=w.limit_backward,w.limit_backward=a,w.ket=w.cursor,w.find_among_b(u,2)?(w.bra=w.cursor,w.limit_backward=e,w.cursor=w.limit-r,w.cursor>w.limit_backward&&(w.cursor--,w.bra=w.cursor,w.slice_del())):w.limit_backward=e)}function o(){var e,r;w.cursor>=a&&(r=w.limit_backward,w.limit_backward=a,w.ket=w.cursor,e=w.find_among_b(l,11),e?(w.bra=w.cursor,w.limit_backward=r,1==e&&w.slice_del()):w.limit_backward=r)}var s,a,m=[new r("a",-1,1),new r("e",-1,1),new r("ede",1,1),new r("ande",1,1),new r("ende",1,1),new r("ane",1,1),new r("ene",1,1),new r("hetene",6,1),new r("erte",1,3),new r("en",-1,1),new r("heten",9,1),new r("ar",-1,1),new r("er",-1,1),new r("heter",12,1),new r("s",-1,2),new r("as",14,1),new r("es",14,1),new r("edes",16,1),new r("endes",16,1),new r("enes",16,1),new r("hetenes",19,1),new r("ens",14,1),new r("hetens",21,1),new r("ers",14,1),new r("ets",14,1),new r("et",-1,1),new r("het",25,1),new r("ert",-1,3),new r("ast",-1,1)],u=[new r("dt",-1,-1),new r("vt",-1,-1)],l=[new r("leg",-1,1),new r("eleg",0,1),new r("ig",-1,1),new r("eig",2,1),new r("lig",2,1),new r("elig",4,1),new r("els",-1,1),new r("lov",-1,1),new r("elov",7,1),new r("slov",7,1),new r("hetslov",9,1)],d=[17,65,16,1,0,0,0,0,0,0,0,0,0,0,0,0,48,0,128],c=[119,125,149,1],w=new n;this.setCurrent=function(e){w.setCurrent(e)},this.getCurrent=function(){return w.getCurrent()},this.stem=function(){var r=w.cursor;return e(),w.limit_backward=r,w.cursor=w.limit,i(),w.cursor=w.limit,t(),w.cursor=w.limit,o(),!0}};return function(e){return"function"==typeof e.update?e.update(function(e){return i.setCurrent(e),i.stem(),i.getCurrent()}):(i.setCurrent(e),i.stem(),i.getCurrent())}}(),e.Pipeline.registerFunction(e.no.stemmer,"stemmer-no"),e.no.stopWordFilter=e.generateStopWordFilter("alle at av bare begge ble blei bli blir blitt både båe da de deg dei deim deira deires dem den denne der dere deres det dette di din disse ditt du dykk dykkar då eg ein eit eitt eller elles en enn er et ett etter for fordi fra før ha hadde han hans har hennar henne hennes her hjå ho hoe honom hoss hossen hun hva hvem hver hvilke hvilken hvis hvor hvordan hvorfor i ikke ikkje ikkje ingen ingi inkje inn inni ja jeg kan kom korleis korso kun kunne kva kvar kvarhelst kven kvi kvifor man mange me med medan meg meget mellom men mi min mine mitt mot mykje ned no noe noen noka noko nokon nokor nokre nå når og også om opp oss over på samme seg selv si si sia sidan siden sin sine sitt sjøl skal skulle slik so som som somme somt så sånn til um upp ut uten var vart varte ved vere verte vi vil ville vore vors vort vår være være vært å".split(" ")),e.Pipeline.registerFunction(e.no.stopWordFilter,"stopWordFilter-no")}});
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/*!
* Lunr languages, `Portuguese` language
* https://github.com/MihaiValentin/lunr-languages
*
* Copyright 2014, Mihai Valentin
* http://www.mozilla.org/MPL/
*/
/*!
* based on
* Snowball JavaScript Library v0.3
* http://code.google.com/p/urim/
* http://snowball.tartarus.org/
*
* Copyright 2010, Oleg Mazko
* http://www.mozilla.org/MPL/
*/
!function(e,r){"function"==typeof define&&define.amd?define(r):"object"==typeof exports?module.exports=r():r()(e.lunr)}(this,function(){return function(e){if(void 0===e)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===e.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");e.pt=function(){this.pipeline.reset(),this.pipeline.add(e.pt.trimmer,e.pt.stopWordFilter,e.pt.stemmer),this.searchPipeline&&(this.searchPipeline.reset(),this.searchPipeline.add(e.pt.stemmer))},e.pt.wordCharacters="A-Za-zªºÀ-ÖØ-öø-ʸˠ-ˤᴀ-ᴥᴬ-ᵜᵢ-ᵥᵫ-ᵷᵹ-ᶾḀ-ỿⁱⁿₐ-ₜKÅℲⅎⅠ-ↈⱠ-ⱿꜢ-ꞇꞋ-ꞭꞰ-ꞷꟷ-ꟿꬰ-ꭚꭜ-ꭤff-stA-Za-z",e.pt.trimmer=e.trimmerSupport.generateTrimmer(e.pt.wordCharacters),e.Pipeline.registerFunction(e.pt.trimmer,"trimmer-pt"),e.pt.stemmer=function(){var r=e.stemmerSupport.Among,s=e.stemmerSupport.SnowballProgram,n=new function(){function e(){for(var e;;){if(z.bra=z.cursor,e=z.find_among(k,3))switch(z.ket=z.cursor,e){case 1:z.slice_from("a~");continue;case 2:z.slice_from("o~");continue;case 3:if(z.cursor>=z.limit)break;z.cursor++;continue}break}}function n(){if(z.out_grouping(y,97,250)){for(;!z.in_grouping(y,97,250);){if(z.cursor>=z.limit)return!0;z.cursor++}return!1}return!0}function i(){if(z.in_grouping(y,97,250))for(;!z.out_grouping(y,97,250);){if(z.cursor>=z.limit)return!1;z.cursor++}return g=z.cursor,!0}function o(){var e,r,s=z.cursor;if(z.in_grouping(y,97,250))if(e=z.cursor,n()){if(z.cursor=e,i())return}else g=z.cursor;if(z.cursor=s,z.out_grouping(y,97,250)){if(r=z.cursor,n()){if(z.cursor=r,!z.in_grouping(y,97,250)||z.cursor>=z.limit)return;z.cursor++}g=z.cursor}}function t(){for(;!z.in_grouping(y,97,250);){if(z.cursor>=z.limit)return!1;z.cursor++}for(;!z.out_grouping(y,97,250);){if(z.cursor>=z.limit)return!1;z.cursor++}return!0}function a(){var e=z.cursor;g=z.limit,b=g,h=g,o(),z.cursor=e,t()&&(b=z.cursor,t()&&(h=z.cursor))}function u(){for(var e;;){if(z.bra=z.cursor,e=z.find_among(q,3))switch(z.ket=z.cursor,e){case 1:z.slice_from("ã");continue;case 2:z.slice_from("õ");continue;case 3:if(z.cursor>=z.limit)break;z.cursor++;continue}break}}function w(){return g<=z.cursor}function m(){return b<=z.cursor}function c(){return h<=z.cursor}function l(){var e;if(z.ket=z.cursor,!(e=z.find_among_b(F,45)))return!1;switch(z.bra=z.cursor,e){case 1:if(!c())return!1;z.slice_del();break;case 2:if(!c())return!1;z.slice_from("log");break;case 3:if(!c())return!1;z.slice_from("u");break;case 4:if(!c())return!1;z.slice_from("ente");break;case 5:if(!m())return!1;z.slice_del(),z.ket=z.cursor,e=z.find_among_b(j,4),e&&(z.bra=z.cursor,c()&&(z.slice_del(),1==e&&(z.ket=z.cursor,z.eq_s_b(2,"at")&&(z.bra=z.cursor,c()&&z.slice_del()))));break;case 6:if(!c())return!1;z.slice_del(),z.ket=z.cursor,e=z.find_among_b(C,3),e&&(z.bra=z.cursor,1==e&&c()&&z.slice_del());break;case 7:if(!c())return!1;z.slice_del(),z.ket=z.cursor,e=z.find_among_b(P,3),e&&(z.bra=z.cursor,1==e&&c()&&z.slice_del());break;case 8:if(!c())return!1;z.slice_del(),z.ket=z.cursor,z.eq_s_b(2,"at")&&(z.bra=z.cursor,c()&&z.slice_del());break;case 9:if(!w()||!z.eq_s_b(1,"e"))return!1;z.slice_from("ir")}return!0}function f(){var e,r;if(z.cursor>=g){if(r=z.limit_backward,z.limit_backward=g,z.ket=z.cursor,e=z.find_among_b(S,120))return z.bra=z.cursor,1==e&&z.slice_del(),z.limit_backward=r,!0;z.limit_backward=r}return!1}function d(){var e;z.ket=z.cursor,(e=z.find_among_b(W,7))&&(z.bra=z.cursor,1==e&&w()&&z.slice_del())}function v(e,r){if(z.eq_s_b(1,e)){z.bra=z.cursor;var s=z.limit-z.cursor;if(z.eq_s_b(1,r))return z.cursor=z.limit-s,w()&&z.slice_del(),!1}return!0}function p(){var e;if(z.ket=z.cursor,e=z.find_among_b(L,4))switch(z.bra=z.cursor,e){case 1:w()&&(z.slice_del(),z.ket=z.cursor,z.limit-z.cursor,v("u","g")&&v("i","c"));break;case 2:z.slice_from("c")}}function _(){if(!l()&&(z.cursor=z.limit,!f()))return z.cursor=z.limit,void d();z.cursor=z.limit,z.ket=z.cursor,z.eq_s_b(1,"i")&&(z.bra=z.cursor,z.eq_s_b(1,"c")&&(z.cursor=z.limit,w()&&z.slice_del()))}var h,b,g,k=[new r("",-1,3),new r("ã",0,1),new r("õ",0,2)],q=[new r("",-1,3),new r("a~",0,1),new r("o~",0,2)],j=[new r("ic",-1,-1),new r("ad",-1,-1),new r("os",-1,-1),new r("iv",-1,1)],C=[new r("ante",-1,1),new r("avel",-1,1),new r("ível",-1,1)],P=[new r("ic",-1,1),new r("abil",-1,1),new r("iv",-1,1)],F=[new r("ica",-1,1),new r("ância",-1,1),new r("ência",-1,4),new r("ira",-1,9),new r("adora",-1,1),new r("osa",-1,1),new r("ista",-1,1),new r("iva",-1,8),new r("eza",-1,1),new r("logía",-1,2),new r("idade",-1,7),new r("ante",-1,1),new r("mente",-1,6),new r("amente",12,5),new r("ável",-1,1),new r("ível",-1,1),new r("ución",-1,3),new r("ico",-1,1),new r("ismo",-1,1),new r("oso",-1,1),new r("amento",-1,1),new r("imento",-1,1),new r("ivo",-1,8),new r("aça~o",-1,1),new r("ador",-1,1),new r("icas",-1,1),new r("ências",-1,4),new r("iras",-1,9),Line truncated
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/*!
* Lunr languages, `Romanian` language
* https://github.com/MihaiValentin/lunr-languages
*
* Copyright 2014, Mihai Valentin
* http://www.mozilla.org/MPL/
*/
/*!
* based on
* Snowball JavaScript Library v0.3
* http://code.google.com/p/urim/
* http://snowball.tartarus.org/
*
* Copyright 2010, Oleg Mazko
* http://www.mozilla.org/MPL/
*/
!function(e,i){"function"==typeof define&&define.amd?define(i):"object"==typeof exports?module.exports=i():i()(e.lunr)}(this,function(){return function(e){if(void 0===e)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===e.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");e.ro=function(){this.pipeline.reset(),this.pipeline.add(e.ro.trimmer,e.ro.stopWordFilter,e.ro.stemmer),this.searchPipeline&&(this.searchPipeline.reset(),this.searchPipeline.add(e.ro.stemmer))},e.ro.wordCharacters="A-Za-zªºÀ-ÖØ-öø-ʸˠ-ˤᴀ-ᴥᴬ-ᵜᵢ-ᵥᵫ-ᵷᵹ-ᶾḀ-ỿⁱⁿₐ-ₜKÅℲⅎⅠ-ↈⱠ-ⱿꜢ-ꞇꞋ-ꞭꞰ-ꞷꟷ-ꟿꬰ-ꭚꭜ-ꭤff-stA-Za-z",e.ro.trimmer=e.trimmerSupport.generateTrimmer(e.ro.wordCharacters),e.Pipeline.registerFunction(e.ro.trimmer,"trimmer-ro"),e.ro.stemmer=function(){var i=e.stemmerSupport.Among,r=e.stemmerSupport.SnowballProgram,n=new function(){function e(e,i){L.eq_s(1,e)&&(L.ket=L.cursor,L.in_grouping(W,97,259)&&L.slice_from(i))}function n(){for(var i,r;;){if(i=L.cursor,L.in_grouping(W,97,259)&&(r=L.cursor,L.bra=r,e("u","U"),L.cursor=r,e("i","I")),L.cursor=i,L.cursor>=L.limit)break;L.cursor++}}function t(){if(L.out_grouping(W,97,259)){for(;!L.in_grouping(W,97,259);){if(L.cursor>=L.limit)return!0;L.cursor++}return!1}return!0}function a(){if(L.in_grouping(W,97,259))for(;!L.out_grouping(W,97,259);){if(L.cursor>=L.limit)return!0;L.cursor++}return!1}function o(){var e,i,r=L.cursor;if(L.in_grouping(W,97,259)){if(e=L.cursor,!t())return void(h=L.cursor);if(L.cursor=e,!a())return void(h=L.cursor)}L.cursor=r,L.out_grouping(W,97,259)&&(i=L.cursor,t()&&(L.cursor=i,L.in_grouping(W,97,259)&&L.cursor<L.limit&&L.cursor++),h=L.cursor)}function u(){for(;!L.in_grouping(W,97,259);){if(L.cursor>=L.limit)return!1;L.cursor++}for(;!L.out_grouping(W,97,259);){if(L.cursor>=L.limit)return!1;L.cursor++}return!0}function c(){var e=L.cursor;h=L.limit,k=h,g=h,o(),L.cursor=e,u()&&(k=L.cursor,u()&&(g=L.cursor))}function s(){for(var e;;){if(L.bra=L.cursor,e=L.find_among(z,3))switch(L.ket=L.cursor,e){case 1:L.slice_from("i");continue;case 2:L.slice_from("u");continue;case 3:if(L.cursor>=L.limit)break;L.cursor++;continue}break}}function w(){return h<=L.cursor}function m(){return k<=L.cursor}function l(){return g<=L.cursor}function f(){var e,i;if(L.ket=L.cursor,(e=L.find_among_b(C,16))&&(L.bra=L.cursor,m()))switch(e){case 1:L.slice_del();break;case 2:L.slice_from("a");break;case 3:L.slice_from("e");break;case 4:L.slice_from("i");break;case 5:i=L.limit-L.cursor,L.eq_s_b(2,"ab")||(L.cursor=L.limit-i,L.slice_from("i"));break;case 6:L.slice_from("at");break;case 7:L.slice_from("aţi")}}function p(){var e,i=L.limit-L.cursor;if(L.ket=L.cursor,(e=L.find_among_b(P,46))&&(L.bra=L.cursor,m())){switch(e){case 1:L.slice_from("abil");break;case 2:L.slice_from("ibil");break;case 3:L.slice_from("iv");break;case 4:L.slice_from("ic");break;case 5:L.slice_from("at");break;case 6:L.slice_from("it")}return _=!0,L.cursor=L.limit-i,!0}return!1}function d(){var e,i;for(_=!1;;)if(i=L.limit-L.cursor,!p()){L.cursor=L.limit-i;break}if(L.ket=L.cursor,(e=L.find_among_b(F,62))&&(L.bra=L.cursor,l())){switch(e){case 1:L.slice_del();break;case 2:L.eq_s_b(1,"ţ")&&(L.bra=L.cursor,L.slice_from("t"));break;case 3:L.slice_from("ist")}_=!0}}function b(){var e,i,r;if(L.cursor>=h){if(i=L.limit_backward,L.limit_backward=h,L.ket=L.cursor,e=L.find_among_b(q,94))switch(L.bra=L.cursor,e){case 1:if(r=L.limit-L.cursor,!L.out_grouping_b(W,97,259)&&(L.cursor=L.limit-r,!L.eq_s_b(1,"u")))break;case 2:L.slice_del()}L.limit_backward=i}}function v(){var e;L.ket=L.cursor,(e=L.find_among_b(S,5))&&(L.bra=L.cursor,w()&&1==e&&L.slice_del())}var _,g,k,h,z=[new i("",-1,3),new i("I",0,1),new i("U",0,2)],C=[new i("ea",-1,3),new i("aţia",-1,7),new i("aua",-1,2),new i("iua",-1,4),new i("aţie",-1,7),new i("ele",-1,3),new i("ile",-1,5),new i("iile",6,4),new i("iei",-1,4),new i("atei",-1,6),new i("ii",-1,4),new i("ului",-1,1),new i("ul",-1,1),new i("elor",-1,3),new i("ilor",-1,4),new i("iilor",14,4)],P=[new i("icala",-1,4),new i("iciva",-1,4),new i("ativa",-1,5),new i("itiva",-1,6),new i("icale",-1,4),new i("aţiune",-1,5),new i("iţiune",-1,6),new i("atoare",-1,5),new i("itoare",-1,6),new i("ătoare",-1,5),new i("icitate",-1,4),new i("abilitate",-1,1),new i("ibilitate",-1,2),new i("ivitate",-1,3),new i("icive",-1,4),new i("ative",-1,5),new i("itive",-1,6),new i("icali",-1,4),new i("atori",-1,5),new i("icatori",18,4),new i("itori",-1,6),new i("ători",-1,5),new i("icitati",-1,4),new i("abilitati",-1,1),new i("ivitati",-1,3),new i("icivi",-1,4),new i("ativi",-1,5),new i("itivi",-1,6),new i("icităi",-1,4),new i("abilităi",-1,1),new i("ivităi",-1,3),new i("icităţi",-1,4),new i("abilităţi",-1,1),new i("ivităţi",-1,3),new i("ical",-1,4),new i("ator",-1,5),new i("icator",35,4),new i("itor",-1,6),new i("ător",-1,5),new i("iciv",-1,4),neLine truncated
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/*!
* Lunr languages, `Russian` language
* https://github.com/MihaiValentin/lunr-languages
*
* Copyright 2014, Mihai Valentin
* http://www.mozilla.org/MPL/
*/
/*!
* based on
* Snowball JavaScript Library v0.3
* http://code.google.com/p/urim/
* http://snowball.tartarus.org/
*
* Copyright 2010, Oleg Mazko
* http://www.mozilla.org/MPL/
*/
!function(e,n){"function"==typeof define&&define.amd?define(n):"object"==typeof exports?module.exports=n():n()(e.lunr)}(this,function(){return function(e){if(void 0===e)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===e.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");e.ru=function(){this.pipeline.reset(),this.pipeline.add(e.ru.trimmer,e.ru.stopWordFilter,e.ru.stemmer),this.searchPipeline&&(this.searchPipeline.reset(),this.searchPipeline.add(e.ru.stemmer))},e.ru.wordCharacters="Ѐ-҄҇-ԯᴫᵸⷠ-ⷿꙀ-ꚟ︮︯",e.ru.trimmer=e.trimmerSupport.generateTrimmer(e.ru.wordCharacters),e.Pipeline.registerFunction(e.ru.trimmer,"trimmer-ru"),e.ru.stemmer=function(){var n=e.stemmerSupport.Among,r=e.stemmerSupport.SnowballProgram,t=new function(){function e(){for(;!W.in_grouping(S,1072,1103);){if(W.cursor>=W.limit)return!1;W.cursor++}return!0}function t(){for(;!W.out_grouping(S,1072,1103);){if(W.cursor>=W.limit)return!1;W.cursor++}return!0}function w(){b=W.limit,_=b,e()&&(b=W.cursor,t()&&e()&&t()&&(_=W.cursor))}function i(){return _<=W.cursor}function u(e,n){var r,t;if(W.ket=W.cursor,r=W.find_among_b(e,n)){switch(W.bra=W.cursor,r){case 1:if(t=W.limit-W.cursor,!W.eq_s_b(1,"а")&&(W.cursor=W.limit-t,!W.eq_s_b(1,"я")))return!1;case 2:W.slice_del()}return!0}return!1}function o(){return u(h,9)}function s(e,n){var r;return W.ket=W.cursor,!!(r=W.find_among_b(e,n))&&(W.bra=W.cursor,1==r&&W.slice_del(),!0)}function c(){return s(g,26)}function m(){return!!c()&&(u(C,8),!0)}function f(){return s(k,2)}function l(){return u(P,46)}function a(){s(v,36)}function p(){var e;W.ket=W.cursor,(e=W.find_among_b(F,2))&&(W.bra=W.cursor,i()&&1==e&&W.slice_del())}function d(){var e;if(W.ket=W.cursor,e=W.find_among_b(q,4))switch(W.bra=W.cursor,e){case 1:if(W.slice_del(),W.ket=W.cursor,!W.eq_s_b(1,"н"))break;W.bra=W.cursor;case 2:if(!W.eq_s_b(1,"н"))break;case 3:W.slice_del()}}var _,b,h=[new n("в",-1,1),new n("ив",0,2),new n("ыв",0,2),new n("вши",-1,1),new n("ивши",3,2),new n("ывши",3,2),new n("вшись",-1,1),new n("ившись",6,2),new n("ывшись",6,2)],g=[new n("ее",-1,1),new n("ие",-1,1),new n("ое",-1,1),new n("ые",-1,1),new n("ими",-1,1),new n("ыми",-1,1),new n("ей",-1,1),new n("ий",-1,1),new n("ой",-1,1),new n("ый",-1,1),new n("ем",-1,1),new n("им",-1,1),new n("ом",-1,1),new n("ым",-1,1),new n("его",-1,1),new n("ого",-1,1),new n("ему",-1,1),new n("ому",-1,1),new n("их",-1,1),new n("ых",-1,1),new n("ею",-1,1),new n("ою",-1,1),new n("ую",-1,1),new n("юю",-1,1),new n("ая",-1,1),new n("яя",-1,1)],C=[new n("ем",-1,1),new n("нн",-1,1),new n("вш",-1,1),new n("ивш",2,2),new n("ывш",2,2),new n("щ",-1,1),new n("ющ",5,1),new n("ующ",6,2)],k=[new n("сь",-1,1),new n("ся",-1,1)],P=[new n("ла",-1,1),new n("ила",0,2),new n("ыла",0,2),new n("на",-1,1),new n("ена",3,2),new n("ете",-1,1),new n("ите",-1,2),new n("йте",-1,1),new n("ейте",7,2),new n("уйте",7,2),new n("ли",-1,1),new n("или",10,2),new n("ыли",10,2),new n("й",-1,1),new n("ей",13,2),new n("уй",13,2),new n("л",-1,1),new n("ил",16,2),new n("ыл",16,2),new n("ем",-1,1),new n("им",-1,2),new n("ым",-1,2),new n("н",-1,1),new n("ен",22,2),new n("ло",-1,1),new n("ило",24,2),new n("ыло",24,2),new n("но",-1,1),new n("ено",27,2),new n("нно",27,1),new n("ет",-1,1),new n("ует",30,2),new n("ит",-1,2),new n("ыт",-1,2),new n("ют",-1,1),new n("уют",34,2),new n("ят",-1,2),new n("ны",-1,1),new n("ены",37,2),new n("ть",-1,1),new n("ить",39,2),new n("ыть",39,2),new n("ешь",-1,1),new n("ишь",-1,2),new n("ю",-1,2),new n("ую",44,2)],v=[new n("а",-1,1),new n("ев",-1,1),new n("ов",-1,1),new n("е",-1,1),new n("ие",3,1),new n("ье",3,1),new n("и",-1,1),new n("еи",6,1),new n("ии",6,1),new n("ами",6,1),new n("ями",6,1),new n("иями",10,1),new n("й",-1,1),new n("ей",12,1),new n("ией",13,1),new n("ий",12,1),new n("ой",12,1),new n("ам",-1,1),new n("ем",-1,1),new n("ием",18,1),new n("ом",-1,1),new n("ям",-1,1),new n("иям",21,1),new n("о",-1,1),new n("у",-1,1),new n("ах",-1,1),new n("ях",-1,1),new n("иях",26,1),new n("ы",-1,1),new n("ь",-1,1),new n("ю",-1,1),new n("ию",30,1),new n("ью",30,1),new n("я",-1,1),new n("ия",33,1),new n("ья",33,1)],F=[new n("ост",-1,1),new n("ость",-1,1)],q=[new n("ейше",-1,1),new n("н",-1,2),new n("ейш",-1,1),new n("ь",-1,3)],S=[33,65,8,232],W=new r;this.setCurrent=function(e){W.setCurrent(e)},this.getCurrent=function(){return W.getCurrent()},this.stem=function(){return w(),W.cursor=W.limit,!(W.cursor<b)&&(W.limit_backward=b,o()||(W.cursor=W.limit,f()||(W.cursor=W.limit),m()||(W.cursor=W.limit,l()||(W.cursor=W.limit,a()))),W.cursor=W.limit,W.ket=W.cursor,W.eq_s_b(1,"и"Line truncated
-1
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@@ -1 +0,0 @@
!function(e,r){"function"==typeof define&&define.amd?define(r):"object"==typeof exports?module.exports=r():r()(e.lunr)}(this,function(){return function(e){if(void 0===e)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===e.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");e.sa=function(){this.pipeline.reset(),this.pipeline.add(e.sa.trimmer,e.sa.stopWordFilter,e.sa.stemmer),this.searchPipeline&&(this.searchPipeline.reset(),this.searchPipeline.add(e.sa.stemmer))},e.sa.wordCharacters="ऀ-ःऄ-एऐ-टठ-यर-िी-ॏॐ-य़ॠ-९॰-ॿ꣠-꣱ꣲ-ꣷ꣸-ꣻ꣼-ꣽꣾ-ꣿᆰ0-ᆰ9",e.sa.trimmer=e.trimmerSupport.generateTrimmer(e.sa.wordCharacters),e.Pipeline.registerFunction(e.sa.trimmer,"trimmer-sa"),e.sa.stopWordFilter=e.generateStopWordFilter('तथा अयम्‌ एकम्‌ इत्यस्मिन्‌ तथा तत्‌ वा अयम्‌ इत्यस्य ते आहूत उपरि तेषाम्‌ किन्तु तेषाम्‌ तदा इत्यनेन अधिकः इत्यस्य तत्‌ केचन बहवः द्वि तथा महत्वपूर्णः अयम्‌ अस्य विषये अयं अस्ति तत्‌ प्रथमः विषये इत्युपरि इत्युपरि इतर अधिकतमः अधिकः अपि सामान्यतया ठ इतरेतर नूतनम्‌ द न्यूनम्‌ कश्चित्‌ वा विशालः द सः अस्ति तदनुसारम् तत्र अस्ति केवलम्‌ अपि अत्र सर्वे विविधाः तत्‌ बहवः यतः इदानीम्‌ द दक्षिण इत्यस्मै तस्य उपरि नथ अतीव कार्यम्‌ सर्वे एकैकम्‌ इत्यादि। एते सन्ति उत इत्थम्‌ मध्ये एतदर्थं . स कस्य प्रथमः श्री. करोति अस्मिन् प्रकारः निर्मिता कालः तत्र कर्तुं समान अधुना ते सन्ति स एकः अस्ति सः अर्थात् तेषां कृते . स्थितम् विशेषः अग्रिम तेषाम्‌ समान स्रोतः ख म समान इदानीमपि अधिकतया करोतु ते समान इत्यस्य वीथी सह यस्मिन् कृतवान्‌ धृतः तदा पुनः पूर्वं सः आगतः किम्‌ कुल इतर पुरा मात्रा स विषये उ अतएव अपि नगरस्य उपरि यतः प्रतिशतं कतरः कालः साधनानि भूत तथापि जात सम्बन्धि अन्यत्‌ ग अतः अस्माकं स्वकीयाः अस्माकं इदानीं अन्तः इत्यादयः भवन्तः इत्यादयः एते एताः तस्य अस्य इदम् एते तेषां तेषां तेषां तान् तेषां तेषां तेषां समानः सः एकः च तादृशाः बहवः अन्ये च वदन्ति यत् कियत् कस्मै कस्मै यस्मै यस्मै यस्मै यस्मै न अतिनीचः किन्तु प्रथमं सम्पूर्णतया ततः चिरकालानन्तरं पुस्तकं सम्पूर्णतया अन्तः किन्तु अत्र वा इह इव श्रद्धाय अवशिष्यते परन्तु अन्ये वर्गाः सन्ति ते सन्ति शक्नुवन्ति सर्वे मिलित्वा सर्वे एकत्र"'.split(" ")),e.sa.stemmer=function(){return function(e){return"function"==typeof e.update?e.update(function(e){return e}):e}}();var r=e.wordcut;r.init(),e.sa.tokenizer=function(t){if(!arguments.length||null==t||void 0==t)return[];if(Array.isArray(t))return t.map(function(r){return isLunr2?new e.Token(r.toLowerCase()):r.toLowerCase()});var i=t.toString().toLowerCase().replace(/^\s+/,"");return r.cut(i).split("|")},e.Pipeline.registerFunction(e.sa.stemmer,"stemmer-sa"),e.Pipeline.registerFunction(e.sa.stopWordFilter,"stopWordFilter-sa")}});
@@ -1 +0,0 @@
!function(r,t){"function"==typeof define&&define.amd?define(t):"object"==typeof exports?module.exports=t():t()(r.lunr)}(this,function(){return function(r){r.stemmerSupport={Among:function(r,t,i,s){if(this.toCharArray=function(r){for(var t=r.length,i=new Array(t),s=0;s<t;s++)i[s]=r.charCodeAt(s);return i},!r&&""!=r||!t&&0!=t||!i)throw"Bad Among initialisation: s:"+r+", substring_i: "+t+", result: "+i;this.s_size=r.length,this.s=this.toCharArray(r),this.substring_i=t,this.result=i,this.method=s},SnowballProgram:function(){var r;return{bra:0,ket:0,limit:0,cursor:0,limit_backward:0,setCurrent:function(t){r=t,this.cursor=0,this.limit=t.length,this.limit_backward=0,this.bra=this.cursor,this.ket=this.limit},getCurrent:function(){var t=r;return r=null,t},in_grouping:function(t,i,s){if(this.cursor<this.limit){var e=r.charCodeAt(this.cursor);if(e<=s&&e>=i&&(e-=i,t[e>>3]&1<<(7&e)))return this.cursor++,!0}return!1},in_grouping_b:function(t,i,s){if(this.cursor>this.limit_backward){var e=r.charCodeAt(this.cursor-1);if(e<=s&&e>=i&&(e-=i,t[e>>3]&1<<(7&e)))return this.cursor--,!0}return!1},out_grouping:function(t,i,s){if(this.cursor<this.limit){var e=r.charCodeAt(this.cursor);if(e>s||e<i)return this.cursor++,!0;if(e-=i,!(t[e>>3]&1<<(7&e)))return this.cursor++,!0}return!1},out_grouping_b:function(t,i,s){if(this.cursor>this.limit_backward){var e=r.charCodeAt(this.cursor-1);if(e>s||e<i)return this.cursor--,!0;if(e-=i,!(t[e>>3]&1<<(7&e)))return this.cursor--,!0}return!1},eq_s:function(t,i){if(this.limit-this.cursor<t)return!1;for(var s=0;s<t;s++)if(r.charCodeAt(this.cursor+s)!=i.charCodeAt(s))return!1;return this.cursor+=t,!0},eq_s_b:function(t,i){if(this.cursor-this.limit_backward<t)return!1;for(var s=0;s<t;s++)if(r.charCodeAt(this.cursor-t+s)!=i.charCodeAt(s))return!1;return this.cursor-=t,!0},find_among:function(t,i){for(var s=0,e=i,n=this.cursor,u=this.limit,o=0,h=0,c=!1;;){for(var a=s+(e-s>>1),f=0,l=o<h?o:h,_=t[a],m=l;m<_.s_size;m++){if(n+l==u){f=-1;break}if(f=r.charCodeAt(n+l)-_.s[m])break;l++}if(f<0?(e=a,h=l):(s=a,o=l),e-s<=1){if(s>0||e==s||c)break;c=!0}}for(;;){var _=t[s];if(o>=_.s_size){if(this.cursor=n+_.s_size,!_.method)return _.result;var b=_.method();if(this.cursor=n+_.s_size,b)return _.result}if((s=_.substring_i)<0)return 0}},find_among_b:function(t,i){for(var s=0,e=i,n=this.cursor,u=this.limit_backward,o=0,h=0,c=!1;;){for(var a=s+(e-s>>1),f=0,l=o<h?o:h,_=t[a],m=_.s_size-1-l;m>=0;m--){if(n-l==u){f=-1;break}if(f=r.charCodeAt(n-1-l)-_.s[m])break;l++}if(f<0?(e=a,h=l):(s=a,o=l),e-s<=1){if(s>0||e==s||c)break;c=!0}}for(;;){var _=t[s];if(o>=_.s_size){if(this.cursor=n-_.s_size,!_.method)return _.result;var b=_.method();if(this.cursor=n-_.s_size,b)return _.result}if((s=_.substring_i)<0)return 0}},replace_s:function(t,i,s){var e=s.length-(i-t),n=r.substring(0,t),u=r.substring(i);return r=n+s+u,this.limit+=e,this.cursor>=i?this.cursor+=e:this.cursor>t&&(this.cursor=t),e},slice_check:function(){if(this.bra<0||this.bra>this.ket||this.ket>this.limit||this.limit>r.length)throw"faulty slice operation"},slice_from:function(r){this.slice_check(),this.replace_s(this.bra,this.ket,r)},slice_del:function(){this.slice_from("")},insert:function(r,t,i){var s=this.replace_s(r,t,i);r<=this.bra&&(this.bra+=s),r<=this.ket&&(this.ket+=s)},slice_to:function(){return this.slice_check(),r.substring(this.bra,this.ket)},eq_v_b:function(r){return this.eq_s_b(r.length,r)}}}},r.trimmerSupport={generateTrimmer:function(r){var t=new RegExp("^[^"+r+"]+"),i=new RegExp("[^"+r+"]+$");return function(r){return"function"==typeof r.update?r.update(function(r){return r.replace(t,"").replace(i,"")}):r.replace(t,"").replace(i,"")}}}}});
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/*!
* Lunr languages, `Swedish` language
* https://github.com/MihaiValentin/lunr-languages
*
* Copyright 2014, Mihai Valentin
* http://www.mozilla.org/MPL/
*/
/*!
* based on
* Snowball JavaScript Library v0.3
* http://code.google.com/p/urim/
* http://snowball.tartarus.org/
*
* Copyright 2010, Oleg Mazko
* http://www.mozilla.org/MPL/
*/
!function(e,r){"function"==typeof define&&define.amd?define(r):"object"==typeof exports?module.exports=r():r()(e.lunr)}(this,function(){return function(e){if(void 0===e)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===e.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");e.sv=function(){this.pipeline.reset(),this.pipeline.add(e.sv.trimmer,e.sv.stopWordFilter,e.sv.stemmer),this.searchPipeline&&(this.searchPipeline.reset(),this.searchPipeline.add(e.sv.stemmer))},e.sv.wordCharacters="A-Za-zªºÀ-ÖØ-öø-ʸˠ-ˤᴀ-ᴥᴬ-ᵜᵢ-ᵥᵫ-ᵷᵹ-ᶾḀ-ỿⁱⁿₐ-ₜKÅℲⅎⅠ-ↈⱠ-ⱿꜢ-ꞇꞋ-ꞭꞰ-ꞷꟷ-ꟿꬰ-ꭚꭜ-ꭤff-stA-Za-z",e.sv.trimmer=e.trimmerSupport.generateTrimmer(e.sv.wordCharacters),e.Pipeline.registerFunction(e.sv.trimmer,"trimmer-sv"),e.sv.stemmer=function(){var r=e.stemmerSupport.Among,n=e.stemmerSupport.SnowballProgram,t=new function(){function e(){var e,r=w.cursor+3;if(o=w.limit,0<=r||r<=w.limit){for(a=r;;){if(e=w.cursor,w.in_grouping(l,97,246)){w.cursor=e;break}if(w.cursor=e,w.cursor>=w.limit)return;w.cursor++}for(;!w.out_grouping(l,97,246);){if(w.cursor>=w.limit)return;w.cursor++}o=w.cursor,o<a&&(o=a)}}function t(){var e,r=w.limit_backward;if(w.cursor>=o&&(w.limit_backward=o,w.cursor=w.limit,w.ket=w.cursor,e=w.find_among_b(u,37),w.limit_backward=r,e))switch(w.bra=w.cursor,e){case 1:w.slice_del();break;case 2:w.in_grouping_b(d,98,121)&&w.slice_del()}}function i(){var e=w.limit_backward;w.cursor>=o&&(w.limit_backward=o,w.cursor=w.limit,w.find_among_b(c,7)&&(w.cursor=w.limit,w.ket=w.cursor,w.cursor>w.limit_backward&&(w.bra=--w.cursor,w.slice_del())),w.limit_backward=e)}function s(){var e,r;if(w.cursor>=o){if(r=w.limit_backward,w.limit_backward=o,w.cursor=w.limit,w.ket=w.cursor,e=w.find_among_b(m,5))switch(w.bra=w.cursor,e){case 1:w.slice_del();break;case 2:w.slice_from("lös");break;case 3:w.slice_from("full")}w.limit_backward=r}}var a,o,u=[new r("a",-1,1),new r("arna",0,1),new r("erna",0,1),new r("heterna",2,1),new r("orna",0,1),new r("ad",-1,1),new r("e",-1,1),new r("ade",6,1),new r("ande",6,1),new r("arne",6,1),new r("are",6,1),new r("aste",6,1),new r("en",-1,1),new r("anden",12,1),new r("aren",12,1),new r("heten",12,1),new r("ern",-1,1),new r("ar",-1,1),new r("er",-1,1),new r("heter",18,1),new r("or",-1,1),new r("s",-1,2),new r("as",21,1),new r("arnas",22,1),new r("ernas",22,1),new r("ornas",22,1),new r("es",21,1),new r("ades",26,1),new r("andes",26,1),new r("ens",21,1),new r("arens",29,1),new r("hetens",29,1),new r("erns",21,1),new r("at",-1,1),new r("andet",-1,1),new r("het",-1,1),new r("ast",-1,1)],c=[new r("dd",-1,-1),new r("gd",-1,-1),new r("nn",-1,-1),new r("dt",-1,-1),new r("gt",-1,-1),new r("kt",-1,-1),new r("tt",-1,-1)],m=[new r("ig",-1,1),new r("lig",0,1),new r("els",-1,1),new r("fullt",-1,3),new r("löst",-1,2)],l=[17,65,16,1,0,0,0,0,0,0,0,0,0,0,0,0,24,0,32],d=[119,127,149],w=new n;this.setCurrent=function(e){w.setCurrent(e)},this.getCurrent=function(){return w.getCurrent()},this.stem=function(){var r=w.cursor;return e(),w.limit_backward=r,w.cursor=w.limit,t(),w.cursor=w.limit,i(),w.cursor=w.limit,s(),!0}};return function(e){return"function"==typeof e.update?e.update(function(e){return t.setCurrent(e),t.stem(),t.getCurrent()}):(t.setCurrent(e),t.stem(),t.getCurrent())}}(),e.Pipeline.registerFunction(e.sv.stemmer,"stemmer-sv"),e.sv.stopWordFilter=e.generateStopWordFilter("alla allt att av blev bli blir blivit de dem den denna deras dess dessa det detta dig din dina ditt du där då efter ej eller en er era ert ett från för ha hade han hans har henne hennes hon honom hur här i icke ingen inom inte jag ju kan kunde man med mellan men mig min mina mitt mot mycket ni nu när någon något några och om oss på samma sedan sig sin sina sitta själv skulle som så sådan sådana sådant till under upp ut utan vad var vara varför varit varje vars vart vem vi vid vilka vilkas vilken vilket vår våra vårt än är åt över".split(" ")),e.Pipeline.registerFunction(e.sv.stopWordFilter,"stopWordFilter-sv")}});
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!function(e,t){"function"==typeof define&&define.amd?define(t):"object"==typeof exports?module.exports=t():t()(e.lunr)}(this,function(){return function(e){if(void 0===e)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===e.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");e.ta=function(){this.pipeline.reset(),this.pipeline.add(e.ta.trimmer,e.ta.stopWordFilter,e.ta.stemmer),this.searchPipeline&&(this.searchPipeline.reset(),this.searchPipeline.add(e.ta.stemmer))},e.ta.wordCharacters="஀-உஊ-ஏஐ-ஙச-ட஠-னப-யர-ஹ஺-ிீ-௉ொ-௏ௐ-௙௚-௟௠-௩௪-௯௰-௹௺-௿a-zA-Za-zA-Z0-90-9",e.ta.trimmer=e.trimmerSupport.generateTrimmer(e.ta.wordCharacters),e.Pipeline.registerFunction(e.ta.trimmer,"trimmer-ta"),e.ta.stopWordFilter=e.generateStopWordFilter("அங்கு அங்கே அது அதை அந்த அவர் அவர்கள் அவள் அவன் அவை ஆக ஆகவே ஆகையால் ஆதலால் ஆதலினால் ஆனாலும் ஆனால் இங்கு இங்கே இது இதை இந்த இப்படி இவர் இவர்கள் இவள் இவன் இவை இவ்வளவு உனக்கு உனது உன் உன்னால் எங்கு எங்கே எது எதை எந்த எப்படி எவர் எவர்கள் எவள் எவன் எவை எவ்வளவு எனக்கு எனது எனவே என் என்ன என்னால் ஏது ஏன் தனது தன்னால் தானே தான் நாங்கள் நாம் நான் நீ நீங்கள்".split(" ")),e.ta.stemmer=function(){return function(e){return"function"==typeof e.update?e.update(function(e){return e}):e}}();var t=e.wordcut;t.init(),e.ta.tokenizer=function(r){if(!arguments.length||null==r||void 0==r)return[];if(Array.isArray(r))return r.map(function(t){return isLunr2?new e.Token(t.toLowerCase()):t.toLowerCase()});var i=r.toString().toLowerCase().replace(/^\s+/,"");return t.cut(i).split("|")},e.Pipeline.registerFunction(e.ta.stemmer,"stemmer-ta"),e.Pipeline.registerFunction(e.ta.stopWordFilter,"stopWordFilter-ta")}});
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!function(e,t){"function"==typeof define&&define.amd?define(t):"object"==typeof exports?module.exports=t():t()(e.lunr)}(this,function(){return function(e){if(void 0===e)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===e.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");e.te=function(){this.pipeline.reset(),this.pipeline.add(e.te.trimmer,e.te.stopWordFilter,e.te.stemmer),this.searchPipeline&&(this.searchPipeline.reset(),this.searchPipeline.add(e.te.stemmer))},e.te.wordCharacters="ఀ-ఄఅ-ఔక-హా-ౌౕ-ౖౘ-ౚౠ-ౡౢ-ౣ౦-౯౸-౿఼ఽ్ౝ౷౤౥",e.te.trimmer=e.trimmerSupport.generateTrimmer(e.te.wordCharacters),e.Pipeline.registerFunction(e.te.trimmer,"trimmer-te"),e.te.stopWordFilter=e.generateStopWordFilter("అందరూ అందుబాటులో అడగండి అడగడం అడ్డంగా అనుగుణంగా అనుమతించు అనుమతిస్తుంది అయితే ఇప్పటికే ఉన్నారు ఎక్కడైనా ఎప్పుడు ఎవరైనా ఎవరో ఏ ఏదైనా ఏమైనప్పటికి ఒక ఒకరు కనిపిస్తాయి కాదు కూడా గా గురించి చుట్టూ చేయగలిగింది తగిన తర్వాత దాదాపు దూరంగా నిజంగా పై ప్రకారం ప్రక్కన మధ్య మరియు మరొక మళ్ళీ మాత్రమే మెచ్చుకో వద్ద వెంట వేరుగా వ్యతిరేకంగా సంబంధం".split(" ")),e.te.stemmer=function(){return function(e){return"function"==typeof e.update?e.update(function(e){return e}):e}}();var t=e.wordcut;t.init(),e.te.tokenizer=function(r){if(!arguments.length||null==r||void 0==r)return[];if(Array.isArray(r))return r.map(function(t){return isLunr2?new e.Token(t.toLowerCase()):t.toLowerCase()});var i=r.toString().toLowerCase().replace(/^\s+/,"");return t.cut(i).split("|")},e.Pipeline.registerFunction(e.te.stemmer,"stemmer-te"),e.Pipeline.registerFunction(e.te.stopWordFilter,"stopWordFilter-te")}});
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!function(e,r){"function"==typeof define&&define.amd?define(r):"object"==typeof exports?module.exports=r():r()(e.lunr)}(this,function(){return function(e){if(void 0===e)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===e.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");var r="2"==e.version[0];e.th=function(){this.pipeline.reset(),this.pipeline.add(e.th.trimmer),r?this.tokenizer=e.th.tokenizer:(e.tokenizer&&(e.tokenizer=e.th.tokenizer),this.tokenizerFn&&(this.tokenizerFn=e.th.tokenizer))},e.th.wordCharacters="[฀-๿]",e.th.trimmer=e.trimmerSupport.generateTrimmer(e.th.wordCharacters),e.Pipeline.registerFunction(e.th.trimmer,"trimmer-th");var t=e.wordcut;t.init(),e.th.tokenizer=function(i){if(!arguments.length||null==i||void 0==i)return[];if(Array.isArray(i))return i.map(function(t){return r?new e.Token(t):t});var n=i.toString().replace(/^\s+/,"");return t.cut(n).split("|")}}});
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/*!
* Lunr languages, `Turkish` language
* https://github.com/MihaiValentin/lunr-languages
*
* Copyright 2014, Mihai Valentin
* http://www.mozilla.org/MPL/
*/
/*!
* based on
* Snowball JavaScript Library v0.3
* http://code.google.com/p/urim/
* http://snowball.tartarus.org/
*
* Copyright 2010, Oleg Mazko
* http://www.mozilla.org/MPL/
*/
!function(r,i){"function"==typeof define&&define.amd?define(i):"object"==typeof exports?module.exports=i():i()(r.lunr)}(this,function(){return function(r){if(void 0===r)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===r.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");r.tr=function(){this.pipeline.reset(),this.pipeline.add(r.tr.trimmer,r.tr.stopWordFilter,r.tr.stemmer),this.searchPipeline&&(this.searchPipeline.reset(),this.searchPipeline.add(r.tr.stemmer))},r.tr.wordCharacters="A-Za-zªºÀ-ÖØ-öø-ʸˠ-ˤᴀ-ᴥᴬ-ᵜᵢ-ᵥᵫ-ᵷᵹ-ᶾḀ-ỿⁱⁿₐ-ₜKÅℲⅎⅠ-ↈⱠ-ⱿꜢ-ꞇꞋ-ꞭꞰ-ꞷꟷ-ꟿꬰ-ꭚꭜ-ꭤff-stA-Za-z",r.tr.trimmer=r.trimmerSupport.generateTrimmer(r.tr.wordCharacters),r.Pipeline.registerFunction(r.tr.trimmer,"trimmer-tr"),r.tr.stemmer=function(){var i=r.stemmerSupport.Among,e=r.stemmerSupport.SnowballProgram,n=new function(){function r(r,i,e){for(;;){var n=Dr.limit-Dr.cursor;if(Dr.in_grouping_b(r,i,e)){Dr.cursor=Dr.limit-n;break}if(Dr.cursor=Dr.limit-n,Dr.cursor<=Dr.limit_backward)return!1;Dr.cursor--}return!0}function n(){var i,e;i=Dr.limit-Dr.cursor,r(Wr,97,305);for(var n=0;n<Br.length;n++){e=Dr.limit-Dr.cursor;var t=Br[n];if(Dr.eq_s_b(1,t[0])&&r(t[1],t[2],t[3]))return Dr.cursor=Dr.limit-i,!0;Dr.cursor=Dr.limit-e}return Dr.cursor=Dr.limit-e,!(!Dr.eq_s_b(1,"ü")||!r(Zr,246,252))&&(Dr.cursor=Dr.limit-i,!0)}function t(r,i){var e,n=Dr.limit-Dr.cursor;return r()&&(Dr.cursor=Dr.limit-n,Dr.cursor>Dr.limit_backward&&(Dr.cursor--,e=Dr.limit-Dr.cursor,i()))?(Dr.cursor=Dr.limit-e,!0):(Dr.cursor=Dr.limit-n,r()?(Dr.cursor=Dr.limit-n,!1):(Dr.cursor=Dr.limit-n,!(Dr.cursor<=Dr.limit_backward)&&(Dr.cursor--,!!i()&&(Dr.cursor=Dr.limit-n,!0))))}function u(r){return t(r,function(){return Dr.in_grouping_b(Wr,97,305)})}function o(){return u(function(){return Dr.eq_s_b(1,"n")})}function s(){return u(function(){return Dr.eq_s_b(1,"s")})}function c(){return u(function(){return Dr.eq_s_b(1,"y")})}function l(){return t(function(){return Dr.in_grouping_b(Lr,105,305)},function(){return Dr.out_grouping_b(Wr,97,305)})}function a(){return Dr.find_among_b(ur,10)&&l()}function m(){return n()&&Dr.in_grouping_b(Lr,105,305)&&s()}function d(){return Dr.find_among_b(or,2)}function f(){return n()&&Dr.in_grouping_b(Lr,105,305)&&c()}function b(){return n()&&Dr.find_among_b(sr,4)}function w(){return n()&&Dr.find_among_b(cr,4)&&o()}function _(){return n()&&Dr.find_among_b(lr,2)&&c()}function k(){return n()&&Dr.find_among_b(ar,2)}function p(){return n()&&Dr.find_among_b(mr,4)}function g(){return n()&&Dr.find_among_b(dr,2)}function y(){return n()&&Dr.find_among_b(fr,4)}function z(){return n()&&Dr.find_among_b(br,2)}function v(){return n()&&Dr.find_among_b(wr,2)&&c()}function h(){return Dr.eq_s_b(2,"ki")}function q(){return n()&&Dr.find_among_b(_r,2)&&o()}function C(){return n()&&Dr.find_among_b(kr,4)&&c()}function P(){return n()&&Dr.find_among_b(pr,4)}function F(){return n()&&Dr.find_among_b(gr,4)&&c()}function S(){return Dr.find_among_b(yr,4)}function W(){return n()&&Dr.find_among_b(zr,2)}function L(){return n()&&Dr.find_among_b(vr,4)}function x(){return n()&&Dr.find_among_b(hr,8)}function A(){return Dr.find_among_b(qr,2)}function E(){return n()&&Dr.find_among_b(Cr,32)&&c()}function j(){return Dr.find_among_b(Pr,8)&&c()}function T(){return n()&&Dr.find_among_b(Fr,4)&&c()}function Z(){return Dr.eq_s_b(3,"ken")&&c()}function B(){var r=Dr.limit-Dr.cursor;return!(T()||(Dr.cursor=Dr.limit-r,E()||(Dr.cursor=Dr.limit-r,j()||(Dr.cursor=Dr.limit-r,Z()))))}function D(){if(A()){var r=Dr.limit-Dr.cursor;if(S()||(Dr.cursor=Dr.limit-r,W()||(Dr.cursor=Dr.limit-r,C()||(Dr.cursor=Dr.limit-r,P()||(Dr.cursor=Dr.limit-r,F()||(Dr.cursor=Dr.limit-r))))),T())return!1}return!0}function G(){if(W()){Dr.bra=Dr.cursor,Dr.slice_del();var r=Dr.limit-Dr.cursor;return Dr.ket=Dr.cursor,x()||(Dr.cursor=Dr.limit-r,E()||(Dr.cursor=Dr.limit-r,j()||(Dr.cursor=Dr.limit-r,T()||(Dr.cursor=Dr.limit-r)))),nr=!1,!1}return!0}function H(){if(!L())return!0;var r=Dr.limit-Dr.cursor;return!E()&&(Dr.cursor=Dr.limit-r,!j())}function I(){var r,i=Dr.limit-Dr.cursor;return!(S()||(Dr.cursor=Dr.limit-i,F()||(Dr.cursor=Dr.limit-i,P()||(Dr.cursor=Dr.limit-i,C()))))||(Dr.bra=Dr.cursor,Dr.slice_del(),r=Dr.limit-Dr.cursor,Dr.ket=Dr.cursor,T()||(Dr.cursor=Dr.limit-r),!1)}function J(){var r,i=Dr.limit-Dr.cursor;if(Dr.ket=Dr.cursor,nr=!0,B()&&(Dr.cursor=Dr.limit-i,D()&&(Dr.cursor=Dr.limit-i,G()&&(Dr.cursor=Dr.limit-i,H()&&(Dr.cursor=Dr.limit-i,I()))))){if(Dr.cursor=Dr.limit-i,!x())return;Dr.bra=Dr.cursor,Dr.slice_del(),Dr.ket=Dr.cursor,r=Dr.limit-Dr.cursor,S()||(Dr.cursor=Dr.limit-r,W()||(Dr.cursor=Dr.limit-r,C()||(Dr.cursor=Dr.limit-r,P()||(Dr.cursor=Dr.limit-r,F()||(Dr.cursor=Dr.limit-r))))),T()||(Dr.cursor=Dr.limit-r)}Dr.bra=Dr.cursor,Dr.slice_del()}function K(){var r,i,e,n;if(Dr.ket=Dr.cursor,h()){if(r=Dr.limit-Dr.cursorLine truncated
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!function(e,r){"function"==typeof define&&define.amd?define(r):"object"==typeof exports?module.exports=r():r()(e.lunr)}(this,function(){return function(e){if(void 0===e)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===e.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");e.vi=function(){this.pipeline.reset(),this.pipeline.add(e.vi.stopWordFilter,e.vi.trimmer)},e.vi.wordCharacters="[A-Za-ẓ̀͐́͑̉̃̓ÂâÊêÔôĂ-ăĐ-đƠ-ơƯ-ư]",e.vi.trimmer=e.trimmerSupport.generateTrimmer(e.vi.wordCharacters),e.Pipeline.registerFunction(e.vi.trimmer,"trimmer-vi"),e.vi.stopWordFilter=e.generateStopWordFilter("là cái nhưng mà".split(" "))}});
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!function(e,r){"function"==typeof define&&define.amd?define(r):"object"==typeof exports?module.exports=r(require("@node-rs/jieba")):r()(e.lunr)}(this,function(e){return function(r,t){if(void 0===r)throw new Error("Lunr is not present. Please include / require Lunr before this script.");if(void 0===r.stemmerSupport)throw new Error("Lunr stemmer support is not present. Please include / require Lunr stemmer support before this script.");var i="2"==r.version[0];r.zh=function(){this.pipeline.reset(),this.pipeline.add(r.zh.trimmer,r.zh.stopWordFilter,r.zh.stemmer),i?this.tokenizer=r.zh.tokenizer:(r.tokenizer&&(r.tokenizer=r.zh.tokenizer),this.tokenizerFn&&(this.tokenizerFn=r.zh.tokenizer))},r.zh.tokenizer=function(n){if(!arguments.length||null==n||void 0==n)return[];if(Array.isArray(n))return n.map(function(e){return i?new r.Token(e.toLowerCase()):e.toLowerCase()});t&&e.load(t);var o=n.toString().trim().toLowerCase(),s=[];e.cut(o,!0).forEach(function(e){s=s.concat(e.split(" "))}),s=s.filter(function(e){return!!e});var u=0;return s.map(function(e,t){if(i){var n=o.indexOf(e,u),s={};return s.position=[n,e.length],s.index=t,u=n,new r.Token(e,s)}return e})},r.zh.wordCharacters="\\w一-龥",r.zh.trimmer=r.trimmerSupport.generateTrimmer(r.zh.wordCharacters),r.Pipeline.registerFunction(r.zh.trimmer,"trimmer-zh"),r.zh.stemmer=function(){return function(e){return e}}(),r.Pipeline.registerFunction(r.zh.stemmer,"stemmer-zh"),r.zh.stopWordFilter=r.generateStopWordFilter("的 一 不 在 人 有 是 为 為 以 于 於 上 他 而 后 後 之 来 來 及 了 因 下 可 到 由 这 這 与 與 也 此 但 并 並 个 個 其 已 无 無 小 我 们 們 起 最 再 今 去 好 只 又 或 很 亦 某 把 那 你 乃 它 吧 被 比 别 趁 当 當 从 從 得 打 凡 儿 兒 尔 爾 该 該 各 给 給 跟 和 何 还 還 即 几 幾 既 看 据 據 距 靠 啦 另 么 麽 每 嘛 拿 哪 您 凭 憑 且 却 卻 让 讓 仍 啥 如 若 使 谁 誰 虽 雖 随 隨 同 所 她 哇 嗡 往 些 向 沿 哟 喲 用 咱 则 則 怎 曾 至 致 着 著 诸 諸 自".split(" ")),r.Pipeline.registerFunction(r.zh.stopWordFilter,"stopWordFilter-zh")}});
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/**
* export the module via AMD, CommonJS or as a browser global
* Export code from https://github.com/umdjs/umd/blob/master/returnExports.js
*/
;(function (root, factory) {
if (typeof define === 'function' && define.amd) {
// AMD. Register as an anonymous module.
define(factory)
} else if (typeof exports === 'object') {
/**
* Node. Does not work with strict CommonJS, but
* only CommonJS-like environments that support module.exports,
* like Node.
*/
module.exports = factory()
} else {
// Browser globals (root is window)
factory()(root.lunr);
}
}(this, function () {
/**
* Just return a value to define the module export.
* This example returns an object, but the module
* can return a function as the exported value.
*/
return function(lunr) {
// TinySegmenter 0.1 -- Super compact Japanese tokenizer in Javascript
// (c) 2008 Taku Kudo <[email protected]>
// TinySegmenter is freely distributable under the terms of a new BSD licence.
// For details, see http://chasen.org/~taku/software/TinySegmenter/LICENCE.txt
function TinySegmenter() {
var patterns = {
"[一二三四五六七八九十百千万億兆]":"M",
"[一-龠々〆ヵヶ]":"H",
"[ぁ-ん]":"I",
"[ァ-ヴーア-ン゙ー]":"K",
"[a-zA-Za-zA-Z]":"A",
"[0-90-9]":"N"
}
this.chartype_ = [];
for (var i in patterns) {
var regexp = new RegExp(i);
this.chartype_.push([regexp, patterns[i]]);
}
this.BIAS__ = -332
this.BC1__ = {"HH":6,"II":2461,"KH":406,"OH":-1378};
this.BC2__ = {"AA":-3267,"AI":2744,"AN":-878,"HH":-4070,"HM":-1711,"HN":4012,"HO":3761,"IA":1327,"IH":-1184,"II":-1332,"IK":1721,"IO":5492,"KI":3831,"KK":-8741,"MH":-3132,"MK":3334,"OO":-2920};
this.BC3__ = {"HH":996,"HI":626,"HK":-721,"HN":-1307,"HO":-836,"IH":-301,"KK":2762,"MK":1079,"MM":4034,"OA":-1652,"OH":266};
this.BP1__ = {"BB":295,"OB":304,"OO":-125,"UB":352};
this.BP2__ = {"BO":60,"OO":-1762};
this.BQ1__ = {"BHH":1150,"BHM":1521,"BII":-1158,"BIM":886,"BMH":1208,"BNH":449,"BOH":-91,"BOO":-2597,"OHI":451,"OIH":-296,"OKA":1851,"OKH":-1020,"OKK":904,"OOO":2965};
this.BQ2__ = {"BHH":118,"BHI":-1159,"BHM":466,"BIH":-919,"BKK":-1720,"BKO":864,"OHH":-1139,"OHM":-181,"OIH":153,"UHI":-1146};
this.BQ3__ = {"BHH":-792,"BHI":2664,"BII":-299,"BKI":419,"BMH":937,"BMM":8335,"BNN":998,"BOH":775,"OHH":2174,"OHM":439,"OII":280,"OKH":1798,"OKI":-793,"OKO":-2242,"OMH":-2402,"OOO":11699};
this.BQ4__ = {"BHH":-3895,"BIH":3761,"BII":-4654,"BIK":1348,"BKK":-1806,"BMI":-3385,"BOO":-12396,"OAH":926,"OHH":266,"OHK":-2036,"ONN":-973};
this.BW1__ = {",と":660,",同":727,"B1あ":1404,"B1同":542,"、と":660,"、同":727,"」と":1682,"あっ":1505,"いう":1743,"いっ":-2055,"いる":672,"うし":-4817,"うん":665,"から":3472,"がら":600,"こう":-790,"こと":2083,"こん":-1262,"さら":-4143,"さん":4573,"した":2641,"して":1104,"すで":-3399,"そこ":1977,"それ":-871,"たち":1122,"ため":601,"った":3463,"つい":-802,"てい":805,"てき":1249,"でき":1127,"です":3445,"では":844,"とい":-4915,"とみ":1922,"どこ":3887,"ない":5713,"なっ":3015,"など":7379,"なん":-1113,"にし":2468,"には":1498,"にも":1671,"に対":-912,"の一":-501,"の中":741,"ませ":2448,"まで":1711,"まま":2600,"まる":-2155,"やむ":-1947,"よっ":-2565,"れた":2369,"れで":-913,"をし":1860,"を見":731,"亡く":-1886,"京都":2558,"取り":-2784,"大き":-2604,"大阪":1497,"平方":-2314,"引き":-1336,"日本":-195,"本当":-2423,"毎日":-2113,"目指":-724,"B1あ":1404,"B1同":542,"」と":1682};
this.BW2__ = {"..":-11822,"11":-669,"――":-5730,"−−":-13175,"いう":-1609,"うか":2490,"かし":-1350,"かも":-602,"から":-7194,"かれ":4612,"がい":853,"がら":-3198,"きた":1941,"くな":-1597,"こと":-8392,"この":-4193,"させ":4533,"され":13168,"さん":-3977,"しい":-1819,"しか":-545,"した":5078,"して":972,"しな":939,"その":-3744,"たい":-1253,"たた":-662,"ただ":-3857,"たち":-786,"たと":1224,"たは":-939,"った":4589,"って":1647,"っと":-2094,"てい":6144,"てき":3640,"てく":2551,"ては":-3110,"ても":-3065,"でい":2666,"でき":-1528,"でし":-3828,"です":-4761,"でも":-4203,"とい":1890,"とこ":-1746,"とと":-2279,"との":720,"とみ":5168,"とも":-3941,"ない":-2488,"なが":-1313,"など":-6509,"なの":2614,"なん":3099,"にお":-1615,"にし":2748,"にな":2454,"によ":-7236,"に対":-14943,"に従":-4688,"に関":-11388,"のか":2093,"ので":-7059,"のに":-6041,"のの":-6125,"はい":1073,"はが":-1033,"はず":-2532,"ばれ":1813,"まし":-1316,"まで":-6621,"まれ":5409,"めて":-3153,"もい":2230,"もの":-10713,"らか":-944,"らし":-1611,"らに":-1897,"りし":651,"りま":1620,"れた":4270,"れて":849,"れば":4114,"ろう":6067,"われ":7901,"を通":-11877,"んだ":728,"んな":-4115,"一人":602,"一方":-1375,"一日":970,"一部":-1051,"上が":-4479,"会社":-1116,"出て":2163,"分の":-7758,"同党":970,"同日":-913,"大阪":-2471,"委員":-1250,"少な":-1050,"年度":-8669,"年間":-1626,"府県":-2363,"手権":-1982,"新聞":-4066,"日新":-722,"日本":-7068,"日米":3372,"曜日":-601,"朝鮮":-2355,"本人":-2697,"東京":-1543,"然と":-1384,"社会":-1276,"立て":-990,"第に":-1612,"米国":-4268,"11":-669};
this.BW3__ = {"あた":-2194,"あり":719,"ある":3846,"い.":-1185,"い。":-1185,"いい":5308,"いえ":2079,"いく":3029,"いた":2056,"いっ":1883,"いる":5600,"いわ":1527,"うち":1117,"うと":4798,"えと":1454,"か.":2857,"か。":2857,"かけ":-743,"かっ":-4098,"かに":-669,"から":6520,"かり":-2670,"が,":1816,"が、":1816,"がき":-4855,"がけ":-1127,"がっ":-913,"がら":-4977,"がり":-2064,"きた":1645,"けど":1374,"こと":7397,"この":1542,"ころ":-2757,"さい":-714,"さを":976,"し,":1557,"し、":1557,"しい":-3714,"した":3562,"して":1449,"しな":2608,"しま":1200,"す.":-1310,"す。":-1310,"する":6521,"ず,":3426,"ず、":3426,"ずに":841,"そう":428,"た.":8875,"た。":8875,"たい":-594,"たの":812,"たり":-1183,"たる":-853,"だ.":4098,"だ。":4098,"だっ":1004,"った":-4748,"って":300,"てい":6240,"てお":855,"ても":302,"です":1437,"でに":-1482,"では":2295,"とう":-1387,"とし":2266,"との":541,"とも":-3543,"どう":4664,"ない":1796,"なく":-903,"など":2135,"に,":-1021,"に、":-1021,"にし":1771,"にな":1906,"には":2644,"の,":-724,"の、":-724,"の子":-1000,"は,":1337,"は、":1337,"べき":2181,"まし":1113,"ます":6943,"まっ":-1549,"まで":6154,"まれ":-793,"らし":1479,"られ":6820,"るる":3818,"れ,":854,"れ、":854,"れた":1850,"れて":1375,"れば":-3246,"れる":1091,"われ":-605,"んだ":606,"んで":798,"カ月":990,"会議":860,"入り":1232,"大会":2217,"始め":1681,"市":965,"新聞":-5055,"日,":974,"日、":974,"社会":2024,"カ月":990};
this.TC1__ = {"AAA":1093,"HHH":1029,"HHM":580,"HII":998,"HOH":-390,"HOM":-331,"IHI":1169,"IOH":-142,"IOI":-1015,"IOM":467,"MMH":187,"OOI":-1832};
this.TC2__ = {"HHO":2088,"HII":-1023,"HMM":-1154,"IHI":-1965,"KKH":703,"OII":-2649};
this.TC3__ = {"AAA":-294,"HHH":346,"HHI":-341,"HII":-1088,"HIK":731,"HOH":-1486,"IHH":128,"IHI":-3041,"IHO":-1935,"IIH":-825,"IIM":-1035,"IOI":-542,"KHH":-1216,"KKA":491,"KKH":-1217,"KOK":-1009,"MHH":-2694,"MHM":-457,"MHO":123,"MMH":-471,"NNH":-1689,"NNO":662,"OHO":-3393};
this.TC4__ = {"HHH":-203,"HHI":1344,"HHK":365,"HHM":-122,"HHN":182,"HHO":669,"HIH":804,"HII":679,"HOH":446,"IHH":695,"IHO":-2324,"IIH":321,"III":1497,"IIO":656,"IOO":54,"KAK":4845,"KKA":3386,"KKK":3065,"MHH":-405,"MHI":201,"MMH":-241,"MMM":661,"MOM":841};
this.TQ1__ = {"BHHH":-227,"BHHI":316,"BHIH":-132,"BIHH":60,"BIII":1595,"BNHH":-744,"BOHH":225,"BOOO":-908,"OAKK":482,"OHHH":281,"OHIH":249,"OIHI":200,"OIIH":-68};
this.TQ2__ = {"BIHH":-1401,"BIII":-1033,"BKAK":-543,"BOOO":-5591};
this.TQ3__ = {"BHHH":478,"BHHM":-1073,"BHIH":222,"BHII":-504,"BIIH":-116,"BIII":-105,"BMHI":-863,"BMHM":-464,"BOMH":620,"OHHH":346,"OHHI":1729,"OHII":997,"OHMH":481,"OIHH":623,"OIIH":1344,"OKAK":2792,"OKHH":587,"OKKA":679,"OOHH":110,"OOII":-685};
this.TQ4__ = {"BHHH":-721,"BHHM":-3604,"BHII":-966,"BIIH":-607,"BIII":-2181,"OAAA":-2763,"OAKK":180,"OHHH":-294,"OHHI":2446,"OHHO":480,"OHIH":-1573,"OIHH":1935,"OIHI":-493,"OIIH":626,"OIII":-4007,"OKAK":-8156};
this.TW1__ = {"につい":-4681,"東京都":2026};
this.TW2__ = {"ある程":-2049,"いった":-1256,"ころが":-2434,"しょう":3873,"その後":-4430,"だって":-1049,"ていた":1833,"として":-4657,"ともに":-4517,"もので":1882,"一気に":-792,"初めて":-1512,"同時に":-8097,"大きな":-1255,"対して":-2721,"社会党":-3216};
this.TW3__ = {"いただ":-1734,"してい":1314,"として":-4314,"につい":-5483,"にとっ":-5989,"に当た":-6247,"ので,":-727,"ので、":-727,"のもの":-600,"れから":-3752,"十二月":-2287};
this.TW4__ = {"いう.":8576,"いう。":8576,"からな":-2348,"してい":2958,"たが,":1516,"たが、":1516,"ている":1538,"という":1349,"ました":5543,"ません":1097,"ようと":-4258,"よると":5865};
this.UC1__ = {"A":484,"K":93,"M":645,"O":-505};
this.UC2__ = {"A":819,"H":1059,"I":409,"M":3987,"N":5775,"O":646};
this.UC3__ = {"A":-1370,"I":2311};
this.UC4__ = {"A":-2643,"H":1809,"I":-1032,"K":-3450,"M":3565,"N":3876,"O":6646};
this.UC5__ = {"H":313,"I":-1238,"K":-799,"M":539,"O":-831};
this.UC6__ = {"H":-506,"I":-253,"K":87,"M":247,"O":-387};
this.UP1__ = {"O":-214};
this.UP2__ = {"B":69,"O":935};
this.UP3__ = {"B":189};
this.UQ1__ = {"BH":21,"BI":-12,"BK":-99,"BN":142,"BO":-56,"OH":-95,"OI":477,"OK":410,"OO":-2422};
this.UQ2__ = {"BH":216,"BI":113,"OK":1759};
this.UQ3__ = {"BA":-479,"BH":42,"BI":1913,"BK":-7198,"BM":3160,"BN":6427,"BO":14761,"OI":-827,"ON":-3212};
this.UW1__ = {",":156,"、":156,"「":-463,"あ":-941,"う":-127,"が":-553,"き":121,"こ":505,"で":-201,"と":-547,"ど":-123,"に":-789,"の":-185,"は":-847,"も":-466,"や":-470,"よ":182,"ら":-292,"り":208,"れ":169,"を":-446,"ん":-137,"・":-135,"主":-402,"京":-268,"区":-912,"午":871,"国":-460,"大":561,"委":729,"市":-411,"日":-141,"理":361,"生":-408,"県":-386,"都":-718,"「":-463,"・":-135};
this.UW2__ = {",":-829,"、":-829,"〇":892,"「":-645,"」":3145,"あ":-538,"い":505,"う":134,"お":-502,"か":1454,"が":-856,"く":-412,"こ":1141,"さ":878,"ざ":540,"し":1529,"す":-675,"せ":300,"そ":-1011,"た":188,"だ":1837,"つ":-949,"て":-291,"で":-268,"と":-981,"ど":1273,"な":1063,"に":-1764,"の":130,"は":-409,"ひ":-1273,"べ":1261,"ま":600,"も":-1263,"や":-402,"よ":1639,"り":-579,"る":-694,"れ":571,"を":-2516,"ん":2095,"ア":-587,"カ":306,"キ":568,"ッ":831,"三":-758,"不":-2150,"世":-302,"中":-968,"主":-861,"事":492,"人":-123,"会":978,"保":362,"入":548,"初":-3025,"副":-1566,"北":-3414,"区":-422,"大":-1769,"天":-865,"太":-483,"子":-1519,"学":760,"実":1023,"小":-2009,"市":-813,"年":-1060,"強":1067,"手":-1519,"揺":-1033,"政":1522,"文":-1355,"新":-1682,"日":-1815,"明":-1462,"最":-630,"朝":-1843,"本":-1650,"東":-931,"果":-665,"次":-2378,"民":-180,"気":-1740,"理":752,"発":529,"目":-1584,"相":-242,"県":-1165,"立":-763,"第":810,"米":509,"自":-1353,"行":838,"西":-744,"見":-3874,"調":1010,"議":1198,"込":3041,"開":1758,"間":-1257,"「":-645,"」":3145,"ッ":831,"ア":-587,"カ":306,"キ":568};
this.UW3__ = {",":4889,"1":-800,"−":-1723,"、":4889,"々":-2311,"〇":5827,"」":2670,"〓":-3573,"あ":-2696,"い":1006,"う":2342,"え":1983,"お":-4864,"か":-1163,"が":3271,"く":1004,"け":388,"げ":401,"こ":-3552,"ご":-3116,"さ":-1058,"し":-395,"す":584,"せ":3685,"そ":-5228,"た":842,"ち":-521,"っ":-1444,"つ":-1081,"て":6167,"で":2318,"と":1691,"ど":-899,"な":-2788,"に":2745,"の":4056,"は":4555,"ひ":-2171,"ふ":-1798,"へ":1199,"ほ":-5516,"ま":-4384,"み":-120,"め":1205,"も":2323,"や":-788,"よ":-202,"ら":727,"り":649,"る":5905,"れ":2773,"わ":-1207,"を":6620,"ん":-518,"ア":551,"グ":1319,"ス":874,"ッ":-1350,"ト":521,"ム":1109,"ル":1591,"ロ":2201,"ン":278,"・":-3794,"一":-1619,"下":-1759,"世":-2087,"両":3815,"中":653,"主":-758,"予":-1193,"二":974,"人":2742,"今":792,"他":1889,"以":-1368,"低":811,"何":4265,"作":-361,"保":-2439,"元":4858,"党":3593,"全":1574,"公":-3030,"六":755,"共":-1880,"円":5807,"再":3095,"分":457,"初":2475,"別":1129,"前":2286,"副":4437,"力":365,"動":-949,"務":-1872,"化":1327,"北":-1038,"区":4646,"千":-2309,"午":-783,"協":-1006,"口":483,"右":1233,"各":3588,"合":-241,"同":3906,"和":-837,"員":4513,"国":642,"型":1389,"場":1219,"外":-241,"妻":2016,"学":-1356,"安":-423,"実":-1008,"家":1078,"小":-513,"少":-3102,"州":1155,"市":3197,"平":-1804,"年":2416,"広":-1030,"府":1605,"度":1452,"建":-2352,"当":-3885,"得":1905,"思":-1291,"性":1822,"戸":-488,"指":-3973,"政":-2013,"教":-1479,"数":3222,"文":-1489,"新":1764,"日":2099,"旧":5792,"昨":-661,"時":-1248,"曜":-951,"最":-937,"月":4125,"期":360,"李":3094,"村":364,"東":-805,"核":5156,"森":2438,"業":484,"氏":2613,"民":-1694,"決":-1073,"法":1868,"海":-495,"無":979,"物":461,"特":-3850,"生":-273,"用":914,"町":1215,"的":7313,"直":-1835,"省":792,"県":6293,"知":-1528,"私":4231,"税":401,"立":-960,"第":1201,"米":7767,"系":3066,"約":3663,"級":1384,"統":-4229,"総":1163,"線":1255,"者":6457,"能":725,"自":-2869,"英":785,"見":1044,"調":-562,"財":-733,"費":1777,"車":1835,"軍":1375,"込":-1504,"通":-1136,"選":-681,"郎":1026,"郡":4404,"部":1200,"金":2163,"長":421,"開":-1432,"間":1302,"関":-1282,"雨":2009,"電":-1045,"非":2066,"駅":1620,"1":-800,"」":2670,"・":-3794,"ッ":-1350,"ア":551,"グ":1319,"ス":874,"ト":521,"ム":1109,"ル":1591,"ロ":2201,"ン":278};
this.UW4__ = {",":3930,".":3508,"―":-4841,"、":3930,"。":3508,"〇":4999,"「":1895,"」":3798,"〓":-5156,"あ":4752,"い":-3435,"う":-640,"え":-2514,"お":2405,"か":530,"が":6006,"き":-4482,"ぎ":-3821,"く":-3788,"け":-4376,"げ":-4734,"こ":2255,"ご":1979,"さ":2864,"し":-843,"じ":-2506,"す":-731,"ず":1251,"せ":181,"そ":4091,"た":5034,"だ":5408,"ち":-3654,"っ":-5882,"つ":-1659,"て":3994,"で":7410,"と":4547,"な":5433,"に":6499,"ぬ":1853,"ね":1413,"の":7396,"は":8578,"ば":1940,"ひ":4249,"び":-4134,"ふ":1345,"へ":6665,"べ":-744,"ほ":1464,"ま":1051,"み":-2082,"む":-882,"め":-5046,"も":4169,"ゃ":-2666,"や":2795,"ょ":-1544,"よ":3351,"ら":-2922,"り":-9726,"る":-14896,"れ":-2613,"ろ":-4570,"わ":-1783,"を":13150,"ん":-2352,"カ":2145,"コ":1789,"セ":1287,"ッ":-724,"ト":-403,"メ":-1635,"ラ":-881,"リ":-541,"ル":-856,"ン":-3637,"・":-4371,"ー":-11870,"一":-2069,"中":2210,"予":782,"事":-190,"井":-1768,"人":1036,"以":544,"会":950,"体":-1286,"作":530,"側":4292,"先":601,"党":-2006,"共":-1212,"内":584,"円":788,"初":1347,"前":1623,"副":3879,"力":-302,"動":-740,"務":-2715,"化":776,"区":4517,"協":1013,"参":1555,"合":-1834,"和":-681,"員":-910,"器":-851,"回":1500,"国":-619,"園":-1200,"地":866,"場":-1410,"塁":-2094,"士":-1413,"多":1067,"大":571,"子":-4802,"学":-1397,"定":-1057,"寺":-809,"小":1910,"屋":-1328,"山":-1500,"島":-2056,"川":-2667,"市":2771,"年":374,"庁":-4556,"後":456,"性":553,"感":916,"所":-1566,"支":856,"改":787,"政":2182,"教":704,"文":522,"方":-856,"日":1798,"時":1829,"最":845,"月":-9066,"木":-485,"来":-442,"校":-360,"業":-1043,"氏":5388,"民":-2716,"気":-910,"沢":-939,"済":-543,"物":-735,"率":672,"球":-1267,"生":-1286,"産":-1101,"田":-2900,"町":1826,"的":2586,"目":922,"省":-3485,"県":2997,"空":-867,"立":-2112,"第":788,"米":2937,"系":786,"約":2171,"経":1146,"統":-1169,"総":940,"線":-994,"署":749,"者":2145,"能":-730,"般":-852,"行":-792,"規":792,"警":-1184,"議":-244,"谷":-1000,"賞":730,"車":-1481,"軍":1158,"輪":-1433,"込":-3370,"近":929,"道":-1291,"選":2596,"郎":-4866,"都":1192,"野":-1100,"銀":-2213,"長":357,"間":-2344,"院":-2297,"際":-2604,"電":-878,"領":-1659,"題":-792,"館":-1984,"首":1749,"高":2120,"「":1895,"」":3798,"・":-4371,"ッ":-724,"ー":-11870,"カ":2145,"コ":1789,"セ":1287,"ト":-403,"メ":-1635,"ラ":-881,"リ":-541,"ル":-856,"ン":-3637};
this.UW5__ = {",":465,".":-299,"1":-514,"E2":-32768,"]":-2762,"、":465,"。":-299,"「":363,"あ":1655,"い":331,"う":-503,"え":1199,"お":527,"か":647,"が":-421,"き":1624,"ぎ":1971,"く":312,"げ":-983,"さ":-1537,"し":-1371,"す":-852,"だ":-1186,"ち":1093,"っ":52,"つ":921,"て":-18,"で":-850,"と":-127,"ど":1682,"な":-787,"に":-1224,"の":-635,"は":-578,"べ":1001,"み":502,"め":865,"ゃ":3350,"ょ":854,"り":-208,"る":429,"れ":504,"わ":419,"を":-1264,"ん":327,"イ":241,"ル":451,"ン":-343,"中":-871,"京":722,"会":-1153,"党":-654,"務":3519,"区":-901,"告":848,"員":2104,"大":-1296,"学":-548,"定":1785,"嵐":-1304,"市":-2991,"席":921,"年":1763,"思":872,"所":-814,"挙":1618,"新":-1682,"日":218,"月":-4353,"査":932,"格":1356,"機":-1508,"氏":-1347,"田":240,"町":-3912,"的":-3149,"相":1319,"省":-1052,"県":-4003,"研":-997,"社":-278,"空":-813,"統":1955,"者":-2233,"表":663,"語":-1073,"議":1219,"選":-1018,"郎":-368,"長":786,"間":1191,"題":2368,"館":-689,"1":-514,"E2":-32768,"「":363,"イ":241,"ル":451,"ン":-343};
this.UW6__ = {",":227,".":808,"1":-270,"E1":306,"、":227,"。":808,"あ":-307,"う":189,"か":241,"が":-73,"く":-121,"こ":-200,"じ":1782,"す":383,"た":-428,"っ":573,"て":-1014,"で":101,"と":-105,"な":-253,"に":-149,"の":-417,"は":-236,"も":-206,"り":187,"る":-135,"を":195,"ル":-673,"ン":-496,"一":-277,"中":201,"件":-800,"会":624,"前":302,"区":1792,"員":-1212,"委":798,"学":-960,"市":887,"広":-695,"後":535,"業":-697,"相":753,"社":-507,"福":974,"空":-822,"者":1811,"連":463,"郎":1082,"1":-270,"E1":306,"ル":-673,"ン":-496};
return this;
}
TinySegmenter.prototype.ctype_ = function(str) {
for (var i in this.chartype_) {
if (str.match(this.chartype_[i][0])) {
return this.chartype_[i][1];
}
}
return "O";
}
TinySegmenter.prototype.ts_ = function(v) {
if (v) { return v; }
return 0;
}
TinySegmenter.prototype.segment = function(input) {
if (input == null || input == undefined || input == "") {
return [];
}
var result = [];
var seg = ["B3","B2","B1"];
var ctype = ["O","O","O"];
var o = input.split("");
for (i = 0; i < o.length; ++i) {
seg.push(o[i]);
ctype.push(this.ctype_(o[i]))
}
seg.push("E1");
seg.push("E2");
seg.push("E3");
ctype.push("O");
ctype.push("O");
ctype.push("O");
var word = seg[3];
var p1 = "U";
var p2 = "U";
var p3 = "U";
for (var i = 4; i < seg.length - 3; ++i) {
var score = this.BIAS__;
var w1 = seg[i-3];
var w2 = seg[i-2];
var w3 = seg[i-1];
var w4 = seg[i];
var w5 = seg[i+1];
var w6 = seg[i+2];
var c1 = ctype[i-3];
var c2 = ctype[i-2];
var c3 = ctype[i-1];
var c4 = ctype[i];
var c5 = ctype[i+1];
var c6 = ctype[i+2];
score += this.ts_(this.UP1__[p1]);
score += this.ts_(this.UP2__[p2]);
score += this.ts_(this.UP3__[p3]);
score += this.ts_(this.BP1__[p1 + p2]);
score += this.ts_(this.BP2__[p2 + p3]);
score += this.ts_(this.UW1__[w1]);
score += this.ts_(this.UW2__[w2]);
score += this.ts_(this.UW3__[w3]);
score += this.ts_(this.UW4__[w4]);
score += this.ts_(this.UW5__[w5]);
score += this.ts_(this.UW6__[w6]);
score += this.ts_(this.BW1__[w2 + w3]);
score += this.ts_(this.BW2__[w3 + w4]);
score += this.ts_(this.BW3__[w4 + w5]);
score += this.ts_(this.TW1__[w1 + w2 + w3]);
score += this.ts_(this.TW2__[w2 + w3 + w4]);
score += this.ts_(this.TW3__[w3 + w4 + w5]);
score += this.ts_(this.TW4__[w4 + w5 + w6]);
score += this.ts_(this.UC1__[c1]);
score += this.ts_(this.UC2__[c2]);
score += this.ts_(this.UC3__[c3]);
score += this.ts_(this.UC4__[c4]);
score += this.ts_(this.UC5__[c5]);
score += this.ts_(this.UC6__[c6]);
score += this.ts_(this.BC1__[c2 + c3]);
score += this.ts_(this.BC2__[c3 + c4]);
score += this.ts_(this.BC3__[c4 + c5]);
score += this.ts_(this.TC1__[c1 + c2 + c3]);
score += this.ts_(this.TC2__[c2 + c3 + c4]);
score += this.ts_(this.TC3__[c3 + c4 + c5]);
score += this.ts_(this.TC4__[c4 + c5 + c6]);
// score += this.ts_(this.TC5__[c4 + c5 + c6]);
score += this.ts_(this.UQ1__[p1 + c1]);
score += this.ts_(this.UQ2__[p2 + c2]);
score += this.ts_(this.UQ3__[p3 + c3]);
score += this.ts_(this.BQ1__[p2 + c2 + c3]);
score += this.ts_(this.BQ2__[p2 + c3 + c4]);
score += this.ts_(this.BQ3__[p3 + c2 + c3]);
score += this.ts_(this.BQ4__[p3 + c3 + c4]);
score += this.ts_(this.TQ1__[p2 + c1 + c2 + c3]);
score += this.ts_(this.TQ2__[p2 + c2 + c3 + c4]);
score += this.ts_(this.TQ3__[p3 + c1 + c2 + c3]);
score += this.ts_(this.TQ4__[p3 + c2 + c3 + c4]);
var p = "O";
if (score > 0) {
result.push(word);
word = "";
p = "B";
}
p1 = p2;
p2 = p3;
p3 = p;
word += seg[i];
}
result.push(word);
return result;
}
lunr.TinySegmenter = TinySegmenter;
};
}));
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* Copyright (C) 2020 Oliver Nightingale
* @license MIT
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* lunr.Set
* Copyright (C) 2020 Oliver Nightingale
*/t.Set=function(e){if(this.elements=Object.create(null),e){this.length=e.length;for(var r=0;r<this.length;r++)this.elements[e[r]]=!0}else this.length=0},t.Set.complete={intersect:function(e){return e},union:function(){return this},contains:function(){return!0}},t.Set.empty={intersect:function(){return this},union:function(e){return e},contains:function(){return!1}},t.Set.prototype.contains=function(e){return!!this.elements[e]},t.Set.prototype.intersect=function(e){var r,n,i,s=[];if(e===t.Set.complete)return this;if(e===t.Set.empty)return e;this.length<e.length?(r=this,n=e):(r=e,n=this),i=Object.keys(r.elements);for(var o=0;o<i.length;o++){var a=i[o];a in n.elements&&s.push(a)}return new t.Set(s)},t.Set.prototype.union=function(e){return e===t.Set.complete?t.Set.complete:e===t.Set.empty?this:new t.Set(Object.keys(this.elements).concat(Object.keys(e.elements)))},t.idf=function(e,r){var n=0;for(var i in e)i!="_index"&&(n+=Object.keys(e[i]).length);var s=(r-n+.5)/(n+.5);return Math.log(1+Math.abs(s))},t.Token=function(e,r){this.str=e||"",this.metadata=r||{}},t.Token.prototype.toString=function(){return this.str},t.Token.prototype.update=function(e){return this.str=e(this.str,this.metadata),this},t.Token.prototype.clone=function(e){return e=e||function(r){return r},new t.Token(e(this.str,this.metadata),this.metadata)};/*!
* lunr.tokenizer
* Copyright (C) 2020 Oliver Nightingale
*/t.tokenizer=function(e,r){if(e==null||e==null)return[];if(Array.isArray(e))return e.map(function(g){return new t.Token(t.utils.asString(g).toLowerCase(),t.utils.clone(r))});for(var n=e.toString().toLowerCase(),i=n.length,s=[],o=0,a=0;o<=i;o++){var u=n.charAt(o),c=o-a;if(u.match(t.tokenizer.separator)||o==i){if(c>0){var f=t.utils.clone(r)||{};f.position=[a,c],f.index=s.length,s.push(new t.Token(n.slice(a,o),f))}a=o+1}}return s},t.tokenizer.separator=/[\s\-]+/;/*!
* lunr.Pipeline
* Copyright (C) 2020 Oliver Nightingale
*/t.Pipeline=function(){this._stack=[]},t.Pipeline.registeredFunctions=Object.create(null),t.Pipeline.registerFunction=function(e,r){r in this.registeredFunctions&&t.utils.warn("Overwriting existing registered function: "+r),e.label=r,t.Pipeline.registeredFunctions[e.label]=e},t.Pipeline.warnIfFunctionNotRegistered=function(e){var r=e.label&&e.label in this.registeredFunctions;r||t.utils.warn(`Function is not registered with pipeline. This may cause problems when serialising the index.
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* lunr.Vector
* Copyright (C) 2020 Oliver Nightingale
*/t.Vector=function(e){this._magnitude=0,this.elements=e||[]},t.Vector.prototype.positionForIndex=function(e){if(this.elements.length==0)return 0;for(var r=0,n=this.elements.length/2,i=n-r,s=Math.floor(i/2),o=this.elements[s*2];i>1&&(o<e&&(r=s),o>e&&(n=s),o!=e);)i=n-r,s=r+Math.floor(i/2),o=this.elements[s*2];if(o==e||o>e)return s*2;if(o<e)return(s+1)*2},t.Vector.prototype.insert=function(e,r){this.upsert(e,r,function(){throw"duplicate index"})},t.Vector.prototype.upsert=function(e,r,n){this._magnitude=0;var i=this.positionForIndex(e);this.elements[i]==e?this.elements[i+1]=n(this.elements[i+1],r):this.elements.splice(i,0,e,r)},t.Vector.prototype.magnitude=function(){if(this._magnitude)return this._magnitude;for(var e=0,r=this.elements.length,n=1;n<r;n+=2){var i=this.elements[n];e+=i*i}return this._magnitude=Math.sqrt(e)},t.Vector.prototype.dot=function(e){for(var r=0,n=this.elements,i=e.elements,s=n.length,o=i.length,a=0,u=0,c=0,f=0;c<s&&f<o;)a=n[c],u=i[f],a<u?c+=2:a>u?f+=2:a==u&&(r+=n[c+1]*i[f+1],c+=2,f+=2);return r},t.Vector.prototype.similarity=function(e){return this.dot(e)/this.magnitude()||0},t.Vector.prototype.toArray=function(){for(var e=new Array(this.elements.length/2),r=1,n=0;r<this.elements.length;r+=2,n++)e[n]=this.elements[r];return e},t.Vector.prototype.toJSON=function(){return this.elements};/*!
* lunr.stemmer
* Copyright (C) 2020 Oliver Nightingale
* Includes code from - http://tartarus.org/~martin/PorterStemmer/js.txt
*/t.stemmer=(function(){var e={ational:"ate",tional:"tion",enci:"ence",anci:"ance",izer:"ize",bli:"ble",alli:"al",entli:"ent",eli:"e",ousli:"ous",ization:"ize",ation:"ate",ator:"ate",alism:"al",iveness:"ive",fulness:"ful",ousness:"ous",aliti:"al",iviti:"ive",biliti:"ble",logi:"log"},r={icate:"ic",ative:"",alize:"al",iciti:"ic",ical:"ic",ful:"",ness:""},n="[^aeiou]",i="[aeiouy]",s=n+"[^aeiouy]*",o=i+"[aeiou]*",a="^("+s+")?"+o+s,u="^("+s+")?"+o+s+"("+o+")?$",c="^("+s+")?"+o+s+o+s,f="^("+s+")?"+i,g=new RegExp(a),l=new RegExp(c),m=new RegExp(u),x=new RegExp(f),v=/^(.+?)(ss|i)es$/,d=/^(.+?)([^s])s$/,y=/^(.+?)eed$/,b=/^(.+?)(ed|ing)$/,E=/.$/,w=/(at|bl|iz)$/,R=new RegExp("([^aeiouylsz])\\1$"),j=new RegExp("^"+s+i+"[^aeiouwxy]$"),C=/^(.+?[^aeiou])y$/,D=/^(.+?)(ational|tional|enci|anci|izer|bli|alli|entli|eli|ousli|ization|ation|ator|alism|iveness|fulness|ousness|aliti|iviti|biliti|logi)$/,N=/^(.+?)(icate|ative|alize|iciti|ical|ful|ness)$/,M=/^(.+?)(al|ance|ence|er|ic|able|ible|ant|ement|ment|ent|ou|ism|ate|iti|ous|ive|ize)$/,V=/^(.+?)(s|t)(ion)$/,P=/^(.+?)e$/,z=/ll$/,$=new RegExp("^"+s+i+"[^aeiouwxy]$"),A=function(h){var S,k,L,p,T,O,F;if(h.length<3)return h;if(L=h.substr(0,1),L=="y"&&(h=L.toUpperCase()+h.substr(1)),p=v,T=d,p.test(h)?h=h.replace(p,"$1$2"):T.test(h)&&(h=h.replace(T,"$1$2")),p=y,T=b,p.test(h)){var Q=p.exec(h);p=g,p.test(Q[1])&&(p=E,h=h.replace(p,""))}else if(T.test(h)){var Q=T.exec(h);S=Q[1],T=x,T.test(S)&&(h=S,T=w,O=R,F=j,T.test(h)?h=h+"e":O.test(h)?(p=E,h=h.replace(p,"")):F.test(h)&&(h=h+"e"))}if(p=C,p.test(h)){var Q=p.exec(h);S=Q[1],h=S+"i"}if(p=D,p.test(h)){var Q=p.exec(h);S=Q[1],k=Q[2],p=g,p.test(S)&&(h=S+e[k])}if(p=N,p.test(h)){var Q=p.exec(h);S=Q[1],k=Q[2],p=g,p.test(S)&&(h=S+r[k])}if(p=M,T=V,p.test(h)){var Q=p.exec(h);S=Q[1],p=l,p.test(S)&&(h=S)}else if(T.test(h)){var Q=T.exec(h);S=Q[1]+Q[2],T=l,T.test(S)&&(h=S)}if(p=P,p.test(h)){var Q=p.exec(h);S=Q[1],p=l,T=m,O=$,(p.test(S)||T.test(S)&&!O.test(S))&&(h=S)}return p=z,T=l,p.test(h)&&T.test(h)&&(p=E,h=h.replace(p,"")),L=="y"&&(h=L.toLowerCase()+h.substr(1)),h};return function(I){return I.update(A)}})(),t.Pipeline.registerFunction(t.stemmer,"stemmer");/*!
* lunr.stopWordFilter
* Copyright (C) 2020 Oliver Nightingale
*/t.generateStopWordFilter=function(e){var r=e.reduce(function(n,i){return n[i]=i,n},{});return function(n){if(n&&r[n.toString()]!==n.toString())return n}},t.stopWordFilter=t.generateStopWordFilter(["a","able","about","across","after","all","almost","also","am","among","an","and","any","are","as","at","be","because","been","but","by","can","cannot","could","dear","did","do","does","either","else","ever","every","for","from","get","got","had","has","have","he","her","hers","him","his","how","however","i","if","in","into","is","it","its","just","least","let","like","likely","may","me","might","most","must","my","neither","no","nor","not","of","off","often","on","only","or","other","our","own","rather","said","say","says","she","should","since","so","some","than","that","the","their","them","then","there","these","they","this","tis","to","too","twas","us","wants","was","we","were","what","when","where","which","while","who","whom","why","will","with","would","yet","you","your"]),t.Pipeline.registerFunction(t.stopWordFilter,"stopWordFilter");/*!
* lunr.trimmer
* Copyright (C) 2020 Oliver Nightingale
*/t.trimmer=function(e){return e.update(function(r){return r.replace(/^\W+/,"").replace(/\W+$/,"")})},t.Pipeline.registerFunction(t.trimmer,"trimmer");/*!
* lunr.TokenSet
* Copyright (C) 2020 Oliver Nightingale
*/t.TokenSet=function(){this.final=!1,this.edges={},this.id=t.TokenSet._nextId,t.TokenSet._nextId+=1},t.TokenSet._nextId=1,t.TokenSet.fromArray=function(e){for(var r=new t.TokenSet.Builder,n=0,i=e.length;n<i;n++)r.insert(e[n]);return r.finish(),r.root},t.TokenSet.fromClause=function(e){return"editDistance"in e?t.TokenSet.fromFuzzyString(e.term,e.editDistance):t.TokenSet.fromString(e.term)},t.TokenSet.fromFuzzyString=function(e,r){for(var n=new t.TokenSet,i=[{node:n,editsRemaining:r,str:e}];i.length;){var s=i.pop();if(s.str.length>0){var o=s.str.charAt(0),a;o in s.node.edges?a=s.node.edges[o]:(a=new t.TokenSet,s.node.edges[o]=a),s.str.length==1&&(a.final=!0),i.push({node:a,editsRemaining:s.editsRemaining,str:s.str.slice(1)})}if(s.editsRemaining!=0){if("*"in s.node.edges)var u=s.node.edges["*"];else{var u=new t.TokenSet;s.node.edges["*"]=u}if(s.str.length==0&&(u.final=!0),i.push({node:u,editsRemaining:s.editsRemaining-1,str:s.str}),s.str.length>1&&i.push({node:s.node,editsRemaining:s.editsRemaining-1,str:s.str.slice(1)}),s.str.length==1&&(s.node.final=!0),s.str.length>=1){if("*"in s.node.edges)var c=s.node.edges["*"];else{var c=new t.TokenSet;s.node.edges["*"]=c}s.str.length==1&&(c.final=!0),i.push({node:c,editsRemaining:s.editsRemaining-1,str:s.str.slice(1)})}if(s.str.length>1){var f=s.str.charAt(0),g=s.str.charAt(1),l;g in s.node.edges?l=s.node.edges[g]:(l=new t.TokenSet,s.node.edges[g]=l),s.str.length==1&&(l.final=!0),i.push({node:l,editsRemaining:s.editsRemaining-1,str:f+s.str.slice(2)})}}}return n},t.TokenSet.fromString=function(e){for(var r=new t.TokenSet,n=r,i=0,s=e.length;i<s;i++){var o=e[i],a=i==s-1;if(o=="*")r.edges[o]=r,r.final=a;else{var u=new t.TokenSet;u.final=a,r.edges[o]=u,r=u}}return n},t.TokenSet.prototype.toArray=function(){for(var e=[],r=[{prefix:"",node:this}];r.length;){var n=r.pop(),i=Object.keys(n.node.edges),s=i.length;n.node.final&&(n.prefix.charAt(0),e.push(n.prefix));for(var o=0;o<s;o++){var a=i[o];r.push({prefix:n.prefix.concat(a),node:n.node.edges[a]})}}return e},t.TokenSet.prototype.toString=function(){if(this._str)return this._str;for(var e=this.final?"1":"0",r=Object.keys(this.edges).sort(),n=r.length,i=0;i<n;i++){var s=r[i],o=this.edges[s];e=e+s+o.id}return e},t.TokenSet.prototype.intersect=function(e){for(var r=new t.TokenSet,n=void 0,i=[{qNode:e,output:r,node:this}];i.length;){n=i.pop();for(var s=Object.keys(n.qNode.edges),o=s.length,a=Object.keys(n.node.edges),u=a.length,c=0;c<o;c++)for(var f=s[c],g=0;g<u;g++){var l=a[g];if(l==f||f=="*"){var m=n.node.edges[l],x=n.qNode.edges[f],v=m.final&&x.final,d=void 0;l in n.output.edges?(d=n.output.edges[l],d.final=d.final||v):(d=new t.TokenSet,d.final=v,n.output.edges[l]=d),i.push({qNode:x,output:d,node:m})}}}return r},t.TokenSet.Builder=function(){this.previousWord="",this.root=new t.TokenSet,this.uncheckedNodes=[],this.minimizedNodes={}},t.TokenSet.Builder.prototype.insert=function(e){var r,n=0;if(e<this.previousWord)throw new Error("Out of order word insertion");for(var i=0;i<e.length&&i<this.previousWord.length&&e[i]==this.previousWord[i];i++)n++;this.minimize(n),this.uncheckedNodes.length==0?r=this.root:r=this.uncheckedNodes[this.uncheckedNodes.length-1].child;for(var i=n;i<e.length;i++){var s=new t.TokenSet,o=e[i];r.edges[o]=s,this.uncheckedNodes.push({parent:r,char:o,child:s}),r=s}r.final=!0,this.previousWord=e},t.TokenSet.Builder.prototype.finish=function(){this.minimize(0)},t.TokenSet.Builder.prototype.minimize=function(e){for(var r=this.uncheckedNodes.length-1;r>=e;r--){var n=this.uncheckedNodes[r],i=n.child.toString();i in this.minimizedNodes?n.parent.edges[n.char]=this.minimizedNodes[i]:(n.child._str=i,this.minimizedNodes[i]=n.child),this.uncheckedNodes.pop()}};/*!
* lunr.Index
* Copyright (C) 2020 Oliver Nightingale
*/t.Index=function(e){this.invertedIndex=e.invertedIndex,this.fieldVectors=e.fieldVectors,this.tokenSet=e.tokenSet,this.fields=e.fields,this.pipeline=e.pipeline},t.Index.prototype.search=function(e){return this.query(function(r){var n=new t.QueryParser(e,r);n.parse()})},t.Index.prototype.query=function(e){for(var r=new t.Query(this.fields),n=Object.create(null),i=Object.create(null),s=Object.create(null),o=Object.create(null),a=Object.create(null),u=0;u<this.fields.length;u++)i[this.fields[u]]=new t.Vector;e.call(r,r);for(var u=0;u<r.clauses.length;u++){var c=r.clauses[u],f=null,g=t.Set.empty;c.usePipeline?f=this.pipeline.runString(c.term,{fields:c.fields}):f=[c.term];for(var l=0;l<f.length;l++){var m=f[l];c.term=m;var x=t.TokenSet.fromClause(c),v=this.tokenSet.intersect(x).toArray();if(v.length===0&&c.presence===t.Query.presence.REQUIRED){for(var d=0;d<c.fields.length;d++){var y=c.fields[d];o[y]=t.Set.empty}break}for(var b=0;b<v.length;b++)for(var E=v[b],w=this.invertedIndex[E],R=w._index,d=0;d<c.fields.length;d++){var y=c.fields[d],j=w[y],C=Object.keys(j),D=E+"/"+y,N=new t.Set(C);if(c.presence==t.Query.presence.REQUIRED&&(g=g.union(N),o[y]===void 0&&(o[y]=t.Set.complete)),c.presence==t.Query.presence.PROHIBITED){a[y]===void 0&&(a[y]=t.Set.empty),a[y]=a[y].union(N);continue}if(i[y].upsert(R,c.boost,function(ye,me){return ye+me}),!s[D]){for(var M=0;M<C.length;M++){var V=C[M],P=new t.FieldRef(V,y),z=j[V],$;($=n[P])===void 0?n[P]=new t.MatchData(E,y,z):$.add(E,y,z)}s[D]=!0}}}if(c.presence===t.Query.presence.REQUIRED)for(var d=0;d<c.fields.length;d++){var y=c.fields[d];o[y]=o[y].intersect(g)}}for(var A=t.Set.complete,I=t.Set.empty,u=0;u<this.fields.length;u++){var y=this.fields[u];o[y]&&(A=A.intersect(o[y])),a[y]&&(I=I.union(a[y]))}var h=Object.keys(n),S=[],k=Object.create(null);if(r.isNegated()){h=Object.keys(this.fieldVectors);for(var u=0;u<h.length;u++){var P=h[u],L=t.FieldRef.fromString(P);n[P]=new t.MatchData}}for(var u=0;u<h.length;u++){var L=t.FieldRef.fromString(h[u]),p=L.docRef;if(A.contains(p)&&!I.contains(p)){var T=this.fieldVectors[L],O=i[L.fieldName].similarity(T),F;if((F=k[p])!==void 0)F.score+=O,F.matchData.combine(n[L]);else{var Q={ref:p,score:O,matchData:n[L]};k[p]=Q,S.push(Q)}}}return S.sort(function(pe,ge){return ge.score-pe.score})},t.Index.prototype.toJSON=function(){var e=Object.keys(this.invertedIndex).sort().map(function(n){return[n,this.invertedIndex[n]]},this),r=Object.keys(this.fieldVectors).map(function(n){return[n,this.fieldVectors[n].toJSON()]},this);return{version:t.version,fields:this.fields,fieldVectors:r,invertedIndex:e,pipeline:this.pipeline.toJSON()}},t.Index.load=function(e){var r={},n={},i=e.fieldVectors,s=Object.create(null),o=e.invertedIndex,a=new t.TokenSet.Builder,u=t.Pipeline.load(e.pipeline);e.version!=t.version&&t.utils.warn("Version mismatch when loading serialised index. Current version of lunr '"+t.version+"' does not match serialized index '"+e.version+"'");for(var c=0;c<i.length;c++){var f=i[c],g=f[0],l=f[1];n[g]=new t.Vector(l)}for(var c=0;c<o.length;c++){var f=o[c],m=f[0],x=f[1];a.insert(m),s[m]=x}return a.finish(),r.fields=e.fields,r.fieldVectors=n,r.invertedIndex=s,r.tokenSet=a.root,r.pipeline=u,new t.Index(r)};/*!
* lunr.Builder
* Copyright (C) 2020 Oliver Nightingale
*/t.Builder=function(){this._ref="id",this._fields=Object.create(null),this._documents=Object.create(null),this.invertedIndex=Object.create(null),this.fieldTermFrequencies={},this.fieldLengths={},this.tokenizer=t.tokenizer,this.pipeline=new t.Pipeline,this.searchPipeline=new t.Pipeline,this.documentCount=0,this._b=.75,this._k1=1.2,this.termIndex=0,this.metadataWhitelist=[]},t.Builder.prototype.ref=function(e){this._ref=e},t.Builder.prototype.field=function(e,r){if(/\//.test(e))throw new RangeError("Field '"+e+"' contains illegal character '/'");this._fields[e]=r||{}},t.Builder.prototype.b=function(e){e<0?this._b=0:e>1?this._b=1:this._b=e},t.Builder.prototype.k1=function(e){this._k1=e},t.Builder.prototype.add=function(e,r){var n=e[this._ref],i=Object.keys(this._fields);this._documents[n]=r||{},this.documentCount+=1;for(var s=0;s<i.length;s++){var o=i[s],a=this._fields[o].extractor,u=a?a(e):e[o],c=this.tokenizer(u,{fields:[o]}),f=this.pipeline.run(c),g=new t.FieldRef(n,o),l=Object.create(null);this.fieldTermFrequencies[g]=l,this.fieldLengths[g]=0,this.fieldLengths[g]+=f.length;for(var m=0;m<f.length;m++){var x=f[m];if(l[x]==null&&(l[x]=0),l[x]+=1,this.invertedIndex[x]==null){var v=Object.create(null);v._index=this.termIndex,this.termIndex+=1;for(var d=0;d<i.length;d++)v[i[d]]=Object.create(null);this.invertedIndex[x]=v}this.invertedIndex[x][o][n]==null&&(this.invertedIndex[x][o][n]=Object.create(null));for(var y=0;y<this.metadataWhitelist.length;y++){var b=this.metadataWhitelist[y],E=x.metadata[b];this.invertedIndex[x][o][n][b]==null&&(this.invertedIndex[x][o][n][b]=[]),this.invertedIndex[x][o][n][b].push(E)}}}},t.Builder.prototype.calculateAverageFieldLengths=function(){for(var e=Object.keys(this.fieldLengths),r=e.length,n={},i={},s=0;s<r;s++){var o=t.FieldRef.fromString(e[s]),a=o.fieldName;i[a]||(i[a]=0),i[a]+=1,n[a]||(n[a]=0),n[a]+=this.fieldLengths[o]}for(var u=Object.keys(this._fields),s=0;s<u.length;s++){var c=u[s];n[c]=n[c]/i[c]}this.averageFieldLength=n},t.Builder.prototype.createFieldVectors=function(){for(var e={},r=Object.keys(this.fieldTermFrequencies),n=r.length,i=Object.create(null),s=0;s<n;s++){for(var o=t.FieldRef.fromString(r[s]),a=o.fieldName,u=this.fieldLengths[o],c=new t.Vector,f=this.fieldTermFrequencies[o],g=Object.keys(f),l=g.length,m=this._fields[a].boost||1,x=this._documents[o.docRef].boost||1,v=0;v<l;v++){var d=g[v],y=f[d],b=this.invertedIndex[d]._index,E,w,R;i[d]===void 0?(E=t.idf(this.invertedIndex[d],this.documentCount),i[d]=E):E=i[d],w=E*((this._k1+1)*y)/(this._k1*(1-this._b+this._b*(u/this.averageFieldLength[a]))+y),w*=m,w*=x,R=Math.round(w*1e3)/1e3,c.insert(b,R)}e[o]=c}this.fieldVectors=e},t.Builder.prototype.createTokenSet=function(){this.tokenSet=t.TokenSet.fromArray(Object.keys(this.invertedIndex).sort())},t.Builder.prototype.build=function(){return this.calculateAverageFieldLengths(),this.createFieldVectors(),this.createTokenSet(),new t.Index({invertedIndex:this.invertedIndex,fieldVectors:this.fieldVectors,tokenSet:this.tokenSet,fields:Object.keys(this._fields),pipeline:this.searchPipeline})},t.Builder.prototype.use=function(e){var r=Array.prototype.slice.call(arguments,1);r.unshift(this),e.apply(this,r)},t.MatchData=function(e,r,n){for(var i=Object.create(null),s=Object.keys(n||{}),o=0;o<s.length;o++){var a=s[o];i[a]=n[a].slice()}this.metadata=Object.create(null),e!==void 0&&(this.metadata[e]=Object.create(null),this.metadata[e][r]=i)},t.MatchData.prototype.combine=function(e){for(var r=Object.keys(e.metadata),n=0;n<r.length;n++){var i=r[n],s=Object.keys(e.metadata[i]);this.metadata[i]==null&&(this.metadata[i]=Object.create(null));for(var o=0;o<s.length;o++){var a=s[o],u=Object.keys(e.metadata[i][a]);this.metadata[i][a]==null&&(this.metadata[i][a]=Object.create(null));for(var c=0;c<u.length;c++){var f=u[c];this.metadata[i][a][f]==null?this.metadata[i][a][f]=e.metadata[i][a][f]:this.metadata[i][a][f]=this.metadata[i][a][f].concat(e.metadata[i][a][f])}}}},t.MatchData.prototype.add=function(e,r,n){if(!(e in this.metadata)){this.metadata[e]=Object.create(null),this.metadata[e][r]=n;return}if(!(r in this.metadata[e])){this.metadata[e][r]=n;return}for(var i=Object.keys(n),s=0;s<i.length;s++){var o=i[s];o in this.metadata[e][r]?this.metadata[e][r][o]=this.metadata[e][r][o].concat(n[o]):this.metadata[e][r][o]=n[o]}},t.Query=function(e){this.clauses=[],this.allFields=e},t.Query.wildcard=new String("*"),t.Query.wildcard.NONE=0,t.Query.wildcard.LEADING=1,t.Query.wildcard.TRAILING=2,t.Query.presence={OPTIONAL:1,REQUIRED:2,PROHIBITED:3},t.Query.prototype.clause=function(e){return"fields"in e||(e.fields=this.allFields),"boost"in e||(e.boost=1),"usePipeline"in e||(e.usePipeline=!0),"wildcard"in e||(e.wildcard=t.Query.wildcard.NONE),e.wildcard&t.Query.wildcard.LEADING&&e.term.charAt(0)!=t.Query.wildcard&&(e.term="*"+e.term),e.wildcard&t.Query.wildcard.TRAILING&&e.term.slice(-1)!=t.Query.wildcard&&(e.term=""+e.term+"*"),"presence"in e||(e.presence=t.Query.presence.OPTIONAL),this.clauses. Line truncated
//# sourceMappingURL=search.a7633da7.min.js.map
@@ -1,7 +0,0 @@
{
"version": 3,
"sources": ["node_modules/lunr/lunr.js", "src/templates/assets/javascripts/integrations/search/worker/main/index.ts", "src/templates/assets/javascripts/browser/element/_/index.ts", "src/templates/assets/javascripts/polyfills/index.ts", "src/templates/assets/javascripts/integrations/search/config/index.ts", "src/templates/assets/javascripts/integrations/search/internal/_/index.ts", "src/templates/assets/javascripts/integrations/search/internal/extract/index.ts", "src/templates/assets/javascripts/integrations/search/internal/highlight/index.ts", "src/templates/assets/javascripts/integrations/search/internal/tokenize/index.ts", "src/templates/assets/javascripts/integrations/search/query/transform/index.ts", "src/templates/assets/javascripts/integrations/search/query/_/index.ts", "src/templates/assets/javascripts/integrations/search/query/segment/index.ts", "src/templates/assets/javascripts/integrations/search/_/index.ts"],
"sourcesContent": ["/**\n * lunr - http://lunrjs.com - A bit like Solr, but much smaller and not as bright - 2.3.9\n * Copyright (C) 2020 Oliver Nightingale\n * @license MIT\n */\n\n;(function(){\n\n/**\n * A convenience function for configuring and constructing\n * a new lunr Index.\n *\n * A lunr.Builder instance is created and the pipeline setup\n * with a trimmer, stop word filter and stemmer.\n *\n * This builder object is yielded to the configuration function\n * that is passed as a parameter, allowing the list of fields\n * and other builder parameters to be customised.\n *\n * All documents _must_ be added within the passed config function.\n *\n * @example\n * var idx = lunr(function () {\n * this.field('title')\n * this.field('body')\n * this.ref('id')\n *\n * documents.forEach(function (doc) {\n * this.add(doc)\n * }, this)\n * })\n *\n * @see {@link lunr.Builder}\n * @see {@link lunr.Pipeline}\n * @see {@link lunr.trimmer}\n * @see {@link lunr.stopWordFilter}\n * @see {@link lunr.stemmer}\n * @namespace {function} lunr\n */\nvar lunr = function (config) {\n var builder = new lunr.Builder\n\n builder.pipeline.add(\n lunr.trimmer,\n lunr.stopWordFilter,\n lunr.stemmer\n )\n\n builder.searchPipeline.add(\n lunr.stemmer\n )\n\n config.call(builder, builder)\n return builder.build()\n}\n\nlunr.version = \"2.3.9\"\n/*!\n * lunr.utils\n * Copyright (C) 2020 Oliver Nightingale\n */\n\n/**\n * A namespace containing utils for the rest of the lunr library\n * @namespace lunr.utils\n */\nlunr.utils = {}\n\n/**\n * Print a warning message to the console.\n *\n * @param {String} message The message to be printed.\n * @memberOf lunr.utils\n * @function\n */\nlunr.utils.warn = (function (global) {\n /* eslint-disable no-console */\n return function (message) {\n if (global.console && console.warn) {\n console.warn(message)\n }\n }\n /* eslint-enable no-console */\n})(this)\n\n/**\n * Convert an object to a string.\n *\n * In the case of `null` and `undefined` the function returns\n * the empty string, in all other cases the result of calling\n * `toString` on the passed object is returned.\n *\n * @param {Any} obj The object to convert to a string.\n * @return {String} string representation of the passed object.\n * @memberOf lunr.utils\n */\nlunr.utils.asString = function (obj) {\n if (obj === void 0 || obj === null) {\n return \"\"\n } else {\n return obj.toString()\n }\n}\n\n/**\n * Clones an object.\n *\n * Will create a copy of an existing object such that any mutations\n * on the copy cannot affect the original.\n *\n * Only shallow objects are supported, passing a nested object to this\n * function will cause a TypeError.\n *\n * Objects with primitives, and arrays of primitives are supported.\n *\n * @param {Object} obj The object to clone.\n * @return {Object} a clone of the passed object.\n * @throws {TypeError} when a nested object is passed.\n * @memberOf Utils\n */\nlunr.utils.clone = function (obj) {\n if (obj === null || obj === undefined) {\n return obj\n }\n\n var clone = Object.create(null),\n keys = Object.keys(obj)\n\n for (var i = 0; i < keys.length; i++) {\n var key = keys[i],\n val = obj[key]\n\n if (Array.isArray(val)) {\n clone[key] = val.slice()\n continue\n }\n\n if (typeof val === 'string' ||\n typeof val === 'number' ||\n typeof val === 'boolean') {\n clone[key] = val\n continue\n }\n\n throw new TypeError(\"clone is not deep and does not support nested objects\")\n }\n\n return clone\n}\nlunr.FieldRef = function (docRef, fieldName, stringValue) {\n this.docRef = docRef\n this.fieldName = fieldName\n this._stringValue = stringValue\n}\n\nlunr.FieldRef.joiner = \"/\"\n\nlunr.FieldRef.fromString = function (s) {\n var n = s.indexOf(lunr.FieldRef.joiner)\n\n if (n === -1) {\n throw \"malformed field ref string\"\n }\n\n var fieldRef = s.slice(0, n),\n docRef = s.slice(n + 1)\n\n return new lunr.FieldRef (docRef, fieldRef, s)\n}\n\nlunr.FieldRef.prototype.toString = function () {\n if (this._stringValue == undefined) {\n this._stringValue = this.fieldName + lunr.FieldRef.joiner + this.docRef\n }\n\n return this._stringValue\n}\n/*!\n * lunr.Set\n * Copyright (C) 2020 Oliver Nightingale\n */\n\n/**\n * A lunr set.\n *\n * @constructor\n */\nlunr.Set = function (elements) {\n this.elements = Object.create(null)\n\n if (elements) {\n this.length = elements.length\n\n for (var i = 0; i < this.length; i++) {\n this.elements[elements[i]] = true\n }\n } else {\n this.length = 0\n }\n}\n\n/**\n * A complete set that contains all elements.\n *\n * @static\n * @readonly\n * @type {lunr.Set}\n */\nlunr.Set.complete = {\n intersect: function (other) {\n return other\n },\n\n union: function () {\n return this\n },\n\n contains: function () {\n return true\n }\n}\n\n/**\n * An empty set that contains no elementLine truncated
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# Button prompts and gestures menu
By **Dommo**, from [Nexus Mods: Bloodborne, mod 30](https://www.nexusmods.com/bloodborne/mods/30)
(uploaded by goomab): *DS3 Style - Modern Xbox prompts*, *DS3 Style - Nintendo Switch prompts* and
*Stripped down gesture menu*. The mod page allows using its assets and uploading them elsewhere
with credit to the author, but not in anything sold.
Only what the mods drew is here, never the game's own files:
- `xbox/`, `switch/`: the 20 button icons (`KG_*.dds`, BC7 exactly as in the mods) and the strip
of big prompts from the shared UI atlas (`atlas.dds`, scaled down to the game's atlas size).
- `gesturetop.json`: the edits that turn the game's `menu/gesturetop.gfx` into the mod's.
The port draws its button prompts live (`gpu/shim/bbport_button_prompts.cpp`): `scripts/prompt_art.py`
turns the 20 icons into the raw images it uses for the Xbox and Switch styles, and the keyboard's
are its own. `scripts/gestures_menu.py` applies `gesturetop.json` to the player's own
`menu/gesturetop.gfx` when the launcher's *Gestures menu without motion-control icons* is on.
The Linux fork's `tools/extract_prompt_assets.py` rebuilt this folder from the mods' ZIPs.
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