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Linux Dependencies

Build and release of the Linux library dependencies of the Space Engineers client and server (version 1), plus a companion archive for the Space Engineers 2 client.

Used by the Linux builds of Pulsar and Magnetar, which download the published release archive instead of building these libraries themselves.

What it ships

Three release assets. The game archives carry the game-specific libraries (the patched DXVK build is byte-identical in both); the Steam bits ship in their own archive, consumed alongside either game archive.

se1-dependencies.tar.gz — Space Engineers 1

Artefact Version Licence
FFmpeg (libavcodec, libavformat, libavutil, libswresample, libswscale) 8.1 LGPL-2.1-or-later
DXVK Native (libdxvk_d3d11.so, libdxvk_dxgi.so) + Patches/dxvk/ 3.0.2 zlib
SDL3 (libSDL3.so) — dlopened by DXVK's window-system integration 3.4.12 zlib
OpenAL Soft (libopenal.so) 1.25.2 LGPL-2.0-or-later
libEOSSDK-Linux-Shipping.so vendor blob proprietary (Epic)

se2-dependencies.tar.gz — Space Engineers 2

Artefact Version Licence
DXVK Native — same patched build as above 3.0.2 zlib
SDL3 — same build as above 3.4.12 zlib
vkd3d-proton (libvkd3d-proton-d3d12.so, libvkd3d-proton-d3d12core.so) + Patches/vkd3d-proton/ pinned commit LGPL-2.1
DirectX Shader Compiler (libdxcompiler.so) — built from source, not the Microsoft prebuilt v1.9.2607 NCSA/LLVM Release License
SE2 DXC ABI shim (libSE2DxcCompiler.so) — first-party, source in Sources/dxc-bridge/ built against the DXC pin above MIT
FMOD Engine (libfmod.so, libfmodstudio.so) 2.03.11, matching the game proprietary (Firelight)

steam-dependencies.tar.gz — Steam integration

Artefact Version Licence
Steamworks.NET.dll pinned commit MIT
libsteam_api.so vendor blob proprietary (Valve)

Everything, plus the third-party licence texts, is published as release assets on every release.

The SE2 archive deliberately does not carry libdxil.so, the DXIL signing validator that ships with Microsoft's DXC release download. It is never loaded, its hashing function is compiled into libdxcompiler.so already, and it has no buildable source — leaving it out is what makes the whole SE2 payload build from source. See docs/dependencies.md.

The native wrapper libraries — SE1's PE-loader shims (libD3DCompiler.so, libHavok.so, libRecastDetour.so, libVRageNative.so) and SE2's libVRage.*.Native.so set — are not part of this repo; they come from CometWorks/linux-native-wrappers.

Using it

curl -fL -o se1-dependencies.tar.gz \
  https://github.com/CometWorks/linux-dependencies/releases/latest/download/se1-dependencies.tar.gz
curl -fL -o steam-dependencies.tar.gz \
  https://github.com/CometWorks/linux-dependencies/releases/latest/download/steam-dependencies.tar.gz
tar -xzf se1-dependencies.tar.gz -C <your staging dir>
tar -xzf steam-dependencies.tar.gz -C <your staging dir>

See docs/consuming.md for how Pulsar and Magnetar wire this into their builds.

Building it

./build.sh

Builds everything from source, stages build/Libraries/ (SE1), build/Libraries-SE2/ (SE2) and build/Libraries-Steam/ (Steam), and packages the three archives under dist/. See docs/building.md for prerequisites and options.

Documentation

Full documentation index: docs/README.md

  • Architecture — why this repo exists and what is in scope
  • Dependencies — each library, its pin, and why it is built that way
  • Building — prerequisites, build.sh usage, caching, troubleshooting
  • Release archive — the archive contract and the CI workflow
  • Consuming — how Pulsar and Magnetar fetch it
  • Maintenance — bumping versions and updating vendor blobs

Licence

The build scripts in this repository are MIT-licensed (see LICENSE). The libraries they produce are covered by their own licences, collected in Licenses/ and shipped inside the release archive as LICENSES/.

About

Build and release of Linux library dependencies of Space Engineers client and server (version 1).

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