The fake Arial already distributed with Python is based on Liberation fonts.
It is metrically compatible with the original Arial, but it doesn't support
all its glyphs (specifically, it misses Arabic).
The new one is based on Noto fonts. It support all the Arial glyphs
(I think), but it is not metrically compatible. It is enabled based
on SteamGameId when glyph coverage is considered more important than
metric compatibility.
So far it is enabled for FIFA 21 and FIFA 22.
CW-Bug-Id: #20302
The current script based on fontforge seems to have a few problems.
The generated fonts show glitches, for example in Cyberpunk 2077 for
Thai and in FIFA 22 for Arabic.
I don't precisely know what is the problem, and it might be that
the real bug is in the rendering code rather than in the merging
script. But since this seems to work better overall, I'm sticking
with it.
CW-Bug-Id: #20302
Parts of the rules, including the magical ones created via
make/rules-*.mk, are executed inside of the container via SHELL
override, and parts are executed on the host side.
This makes reasoning about and debugging the rules much harder than it
should be. It also requirs the users to have certain programs installed
on the host in addition to docker/podman.
With this change `make` will act as a simple pass through to inside of
the container for the most part.
One notable exception is installation which still happens the host side.
Up until now ./configure.sh was baking in the default value into the
generated Makefile. Because of it if there was a change that requires a
newer version of the SDK the compilation would fail until the next
./configure.sh invocation does the update.
This is proved to be confusing - mysterious build errors without clear
explanation.
With this change the default value is a part of Makefile.in and if user
doesn't specify --proton-sdk-image it will be always used and always up
to date.
--proton-sdk-image overrides the default and stores it in the Makefile
just like it used to.
Wine Mono / Gecko packages are already cached in a contrib folder,
and downloading them outside of proton source directory is brittle.
This also makes the source sync run twice when using the toplevel
Makefile.
This breaks MinGW autoimport mechanism but nothing in Proton should be
using it. Instead, any PE module should be using standard dllimport and
ntdll will do the relocations as expected. We also don't and hopefully
never have modules larger than 2GB, so 32-bit %rip relative offsets
should be enough for everything.
This will OTOH save a lot of .refptr indirections, that are otherwise
generated for any extern symbols, even though they are later linked in
the same module, making all code smaller and maybe a little faster.
We can move everything but Liberation fonts build to the container.
Sadly those require newer version of fontforge than the one available in
the Steam RT.
There's some extra logic necessary to assure that font build triggers in
the container with the default/all targets.
This removes the requirement to have afdko and fonttools installed on
the host.