Commit Graph
6666 Commits
Author SHA1 Message Date
Henrik RydgårdandClaude Opus 5.5 d0e3141f43 FFmpeg: Vendor what PPSSPP uses into ext/ffmpeg, drop the submodule
The ffmpeg submodule held prebuilt libraries for every platform next to the
sources (about 1.5 GB checked out), and nothing uses those any more. Only the
needed sources are copied in, from the submodule's commit, along with every
header and template they include. The path is new, so checking out commits on
either side of this works.

It's also cut down to what PPSSPP uses: the H.264, AAC, MP3, ATRAC3 and ATRAC3+
decoders, the H.264 parser, the demuxers as before, and the FFV1 encoder, AVI
muxer and file protocol for AVI dumping. config.h takes its CONFIG_ values from
FFmpeg 3.0.2's own configure run with just those enabled. The raw H.264 demuxer
stays even though nothing opens raw H.264: probing PSMF data uses it to identify
the video stream's codec, which otherwise comes out as none.

On top of that:
- The files nothing links (configure would build them, but they're never pulled
  out of the static library, going by the GCC link map) are left out: mostly
  libavutil's crypto and hashing and the alternative DCT/IDCT/FFT versions.
- libswresample isn't built, now that nothing uses it.
- The H.264 decoder only does 8-bit video, which is all the PSP has. The SPS
  parser rejects any other bit depth, and the DSP files no longer build their 9-
  to 16-bit variants, which the linker kept because the init functions pick one
  by bit depth at run time.

That's 160 files to compile instead of 277, and 391 of FFmpeg's vendored, about
5.8 MB. The README in ext/ffmpeg has what was done, the PPSSPP patches in the
copy, how to add a component, and the tradeoffs.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 22:27:54 +01:00
Henrik RydgårdandClaude Opus 5.5 a8068d1742 AVI dump: Always use FFV1, remove the option to use MPEG-4
The lossy MPEG-4 encoder (with the MPEG-video encoding code it needs) is most
of what FFmpeg's encoders weigh, and lossy footage is better recorded from the
output with a screen recorder. Dumps are now always lossless FFV1, which also
makes for much larger files than the old default.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 22:27:54 +01:00
Henrik RydgårdandClaude Opus 5.5 3015d1f085 Windows: Build FFmpeg from source, in a project of its own
ext/ffmpeg-build/ffmpeg.vcxproj (and UWP/ffmpeg_UWP for UWP) builds the same
sources as CMake, copied from sources.mk by update_vcxproj.py. It's optimized in
Debug too, and without /Zc:inline, since MSVC otherwise keeps references to
disabled components that FFmpeg expects the compiler to drop.

The projects that linked the prebuilt libraries reference it instead, and take
the headers from the source tree.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 22:27:53 +01:00
Henrik RydgårdandClaude Opus 5.5 70f205f2ff Take output screenshots after the ImGui debugger has drawn
The screenshot readback ran in ScreenManager's post-render callback, and
on Vulkan it ends the backbuffer render step. renderImDebugger() draws
after that, so taking a screenshot with the debugger open made its first
SetViewport() write through a null render step (an assert in debug
builds, a Play crash report in release). Do the readback at the end of
the frame in NativeFrame instead, which also puts the debugger in the
screenshot, and remove the now unused callback.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 19:44:21 +01:00
Henrik Rydgård 21d5c61bad Setting reorg part #1: Break out Speed Hacks and PSP Settings into their own pages.
Also Cardboard VR, though should probably just remove it, it's pretty
useless.

This PR also serves as a demonstration of how to do that. It's easy!
2026-10-25 18:06:23 +01:00
Henrik RydgårdandClaude Opus 5.5 827ec470fe Settings: Trim GameSettingsScreen.cpp's includes
Now that all the tabs are built elsewhere, it only needs a fraction of them.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 17:26:38 +01:00
Henrik RydgårdandClaude Opus 5.5 0ed9c8542b Settings: Move the System tab's builder to UI/Settings/SystemPage.cpp
Like the other tabs, except that the screen keeps what the page edits that
isn't a config setting (the compatibility reports flag, which is written
back when the screen closes, and the Windows memstick checkboxes' state) in
a SystemPageState it passes in. The page's handlers move with it, as
functions taking the page host or that state.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 17:23:10 +01:00
Henrik RydgårdandClaude Opus 5.5 b570c96d68 Settings: Remove the unused memstick folder callback
Nothing calls CallbackMemstickFolder or sets pendingMemstickFolder_, which
are left over from an older way of changing the folder on Android.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 17:19:46 +01:00
Henrik Rydgård b89a57e9a4 Merge pull request #22774 from hrydgard/xmb-recents-icon
XMB: Show it in Recents, with an icon and its firmware version as the title
2026-10-25 17:08:42 +01:00
Henrik RydgårdandClaude Opus 5.5 a64d590c94 XMB: Show it in Recents, with an icon and its firmware version as the title
The XMB (vshmain.prx) was kept out of Recents because it had no icon. Now
the game list shows it as "XMB 6.61" (the installed firmware's version, from
its version.txt), with an abstract XMB icon in white on blue, and the window
title says the same instead of "Unidentified PSP title".

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 16:15:24 +01:00
Henrik RydgårdandClaude Opus 5.5 7fd4029333 DevTools: Rename DeveloperToolsScreen to DeveloperSettingsPages
There's no screen in it any more, only the developer tools' settings pages.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 16:01:35 +01:00
Henrik RydgårdandClaude Opus 5.5 a5b470b2c3 Settings: Move the settings tabs' builders to a file each in UI/Settings
Only moves code. The tabs other than System were built by static functions
in GameSettingsScreen.cpp, in place of the old methods, to keep the previous
change's diff readable. Now each tab has its own file, with just the
includes it needs, and MainSettingsPages.h declares their builders.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 16:01:34 +01:00
Henrik RydgårdandClaude Opus 5.5 b91bd6af86 Settings: Build the settings screen from pages described as data
Each tab is now a SettingsPage: a list of items (headers, settings, buttons,
hints, links to other pages) that a function builds and views are created
from. Settings are added with page->Setting(&g_Config.x), which takes
the label, the kind of view, the range or choices, units, labels for special
values and the default from the config. The pages keep what depends on the
UI (which settings to show and when, enable rules, and behavior that needs the
screen), and reach the screen through the page's SettingsPageHost.

A page can link to other pages, which open on top of it in the same tab,
under a bar showing where you are, like Tools > Developer tools > Graphics,
where the earlier pages can be clicked to go back to them. The bar has back,
search and help buttons, and the back key also goes back a page (or out of a
search) before leaving the screen. Each page remembers its scroll position.
In portrait there's no tab strip: a page links to the tabs, and the bar shows
just the current page's title. Rotating keeps showing the same page. Moving
between pages only focuses an item when navigating with a keyboard or
controller.

The developer tools are now pages linked from the Tools tab, instead of a
screen of their own. The in-game developer menu and
--start-screen=developertools open the settings on that page. The toggles of
live state (the remote debugger and the MIPS tracer) show and change it
through functions, and pretending to be in-game for the notification tests is
a flag on the OSD. The memory map and memstick tests, only reachable from
commented-out code, are removed.

Search lists the matching settings from all tabs and the pages they link to,
grouped by where they are. Each result goes to the setting on its page,
scrolled to and highlighted (outlined, when picked with a mouse or touch), or
for a page, opens it. This replaces the search tab and the old filter that
hid the views that didn't match, and with them ShowSearchControls. Changing
tabs leaves the search.

The pages, the bar and search are in SettingsPagesDialogScreen, between the
tabbed dialog screen and the settings screen, so the other tabbed screens
keep plain tabs.

Other visible changes:
- Reset buttons that went to the wrong value now go to the real default: the
  touch control auto-hide delay (was 20 seconds instead of 8), the mouse
  wheel delay (1 ms, below its own range, instead of 80) and the UI size (0
  instead of -1 on desktop). The alternative speeds get a reset button.
- Units are shown on more sliders (frames, MHz, seconds, Hz), and popups no
  longer spell out what 0 means in the units, since the zero label does.
  Units of up to three characters (%, x, ms, MHz) aren't translated.
- The Android HW scaler hides the scales the display is too small for,
  instead of cutting the list short.
- Choices are translated in the setting's own section.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 15:26:58 +01:00
Henrik RydgårdandClaude Opus 5.5 9e63ff623d Lang: Move and copy strings into the sections of the settings that use them
Settings will translate everything about them (label, choices, units) in one
category, the label's, so:
- "Achievement sound volume" moves from Achievements to Audio, where the other
  volumes are.
- The choice strings of the ad hoc relay mode and chat positions are copied
  from Dialog to Networking, the notification position's to System, and the
  leaderboard tracker position's to Achievements.
- "seconds" is added to Controls and System, for the units of the touch
  control auto-hide delay and the rewind snapshot interval.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 15:12:24 +01:00
Henrik RydgårdandClaude Opus 5.5 4f322eed61 UI: Start normally when --start-screen names an unknown screen
It left no screen at all, just a log full of "No current screen!".

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 13:44:44 +01:00
Henrik RydgårdandClaude Opus 5.5 d887057b83 UI: Add a thin chevron image
I_CHEVRON_RIGHT, a thin > for marking items that open another page.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 13:44:44 +01:00
Henrik RydgårdandClaude Opus 5.5 2c0b9dbc4c Skip the logo when launched with a debugger port
A debugger client drives the app from a script, and the logo screen only
gets in its way.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 11:38:51 +01:00
Henrik Rydgård b970cfece6 Skip the logo when launching the vsh, also add --skip-logo cmdline param 2026-10-25 10:42:12 +01:00
Henrik Rydgård 965b07c527 A lot more round corner fixes and layout fixes. 2026-10-25 10:28:40 +01:00
Henrik RydgårdandClaude Opus 5.5 a5c90b61df Android: Use OpenSL ES for audio on TVs, add audio API and MMAP settings
An Android 11 TV played nothing over a Bluetooth headset since the switch
to Oboe, while its speakers worked. Testing on it showed AAudio with MMAP
is silent there and AAudio without MMAP works, as does OpenSL ES (also
when the headset is connected mid-game), whatever the stream usage. MMAP
should never be used for a Bluetooth route, so it's a firmware bug.

Audio settings get an Audio API choice and a Low-latency audio (MMAP)
checkbox, with hints, so other devices with the same kind of bug can be
worked around. The API defaults to OpenSL ES on TVs and before Android
8.1, where the choice isn't offered, and AAudio elsewhere. Changing them
reopens the streams right away. System Information shows the output
stream that got opened (API, MMAP or not, rate, buffers, device) and any
audio error.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 23:58:42 +02:00
Henrik RydgårdandClaude Opus 5.5 58fa522d48 UI: Limit the width of dialog screens, and keep content off the edges of large screens
Dialog screens (tabbed, two-pane, simple and the others built on
UIBaseDialogScreen) center their content at up to 1400 wide, instead of
stretching settings rows and buttons across very wide windows.

On large screens, those screens and the main screen also get an inset on all
sides, since controls right at the edge are hard to see there. It grows with
the screen's smaller dimension, from nothing at 600 to the full inset at
1000, and is always full on TVs. The game, popups, and the screens that
position things to match the game's screen (display layout, touch control
layout and tests, custom button and visual mapping) are left as they were.

The root's bounds are computed by UIScreen::GetContentBounds, since
UI::Margins can't hold widths this large.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 16:12:01 +02:00
Henrik Rydgård 53a7127618 Merge pull request #22742 from hrydgard/touch-home-button
Touch controls: Make HOME button more prominent. Also quick fix for ImDebugger
2026-10-24 14:40:26 +02:00
Henrik RydgårdandClaude Opus 5.5 70988aa50c ImGui: Keep the context and debugger state when Android switches away
NativeShutdownGraphics, which Android runs whenever the app loses its
surface, destroyed the imgui context and the ImDebugger along with the
device objects, so window layout and debugger state reset on return.
Now only the device objects go there (the backend already recreates
them), and the context and debugger are torn down in NativeShutdown.
Both configs are still saved on device loss, in case the app is killed
in the background.

imgui.ini is now read and written through our File API rather than
imgui's fopen, which can't reach a memstick behind a content URI.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 14:14:42 +02:00
Henrik Rydgård c37498808c Home key improved look 2026-10-24 14:14:41 +02:00
Henrik RydgårdandClaude Opus 5.5 0da3129a69 Touch controls: Add a HOME button, and list HOME with the standard PSP controls
POPS (the PS1 emulator) uses HOME for its menu. The touch button is hidden by
default, and HOME still has no default key mapping. It's also appended to the
custom button and gesture key lists.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 14:14:17 +02:00
Henrik Rydgård 695fc865ab Fix some look problems on TabbedDialogScreen 2026-10-24 14:12:53 +02:00
Henrik RydgårdandClaude Opus 5.5 b54056685e UI: Space ChoiceGroups from their container instead of their own margins
ChoiceGroups no longer have hardcoded margins. A new ChoiceGroupList holds them,
with padding and spacing that give the same look as before. Settings tabs, developer
tools, the two-pane settings columns, the pause menu and the rest put their groups in
one, and a few screens adjust its padding and spacing to their layout.

Also add the two groups in the remote disc streaming settings that were created but
never added, and make the settings search look inside groups: it only checked a tab's
direct children, so with ChoiceGroups a filter hid everything.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 14:01:58 +02:00
Henrik Rydgård 13ffe2873f Merge pull request #22757 from hrydgard/more-ui-work
UI: Manual additions and some Claude code review
2026-10-24 13:46:50 +02:00
Henrik Rydgård 5a20ef6616 Merge pull request #22753 from hrydgard/pathbrowser-network-folder
PathBrowser: Add a Network folder on Windows
2026-10-24 13:16:21 +02:00
Henrik Rydgård ff4ba2094a More ChoiceGroups 2026-10-24 13:04:13 +02:00
Henrik RydgårdandClaude Opus 5.5 e30c8f7141 UI: Give LinearLayout a working padding setting
LinearLayout had a public padding member that only DisplayLayoutScreen set. Make it
private with a setter, and fix the measuring: the vertical retry used the horizontal
padding, the AT_MOST retries and the weighted children ignored it, and growing to fit
weighted children counted it twice.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 12:24:21 +02:00
Henrik Rydgård ad132d8f1b Apply rounded corners to all Choices by default, apply proper group rounding in many places. 2026-10-24 11:21:40 +02:00
Henrik Rydgård 3dc01bd318 Turn off roundrect test on LogoScreen, reduce logging 2026-10-24 10:35:11 +02:00
Henrik RydgårdandClaude Opus 5.5 adfbd7a259 PathBrowser: Abandon a network listing when navigating away
PathBrowser lists on one thread, so going up from the network folder
waited for its listing to finish (up to 8 seconds) before the drive list
showed. Pass GetFilesInDir a cancel flag that PathBrowser sets whenever
the path changes, or on destruction, and check it while waiting.

Also don't probe the drives in the drive list for game folders.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 02:44:17 +02:00
Henrik RydgårdandClaude Opus 5.5 dcb1a77dc6 GameBrowser: Show the network folder as Network, with its own icon
The path display says Network instead of \\, and the folder button in
the drive list gets the new I_NETWORK icon and a translated name.

images.svg also picks up I_TOGGLE_ON and I_TOGGLE_OFF, not used yet.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 02:44:06 +02:00
Henrik RydgårdandClaude Opus 5.5 494102acb1 PathBrowser: Add a Network folder on Windows that lists the servers
The drive list gets a Network entry, the path //, which lists the
servers in the shell's network folder (the old WNet enumeration finds
nothing on a modern network). Going up from \\server now lands there
instead of in the drive list.

Network listings run on a thread of their own with a deadline, since
they can block for a long time and can't be cancelled: the network
folder keeps its enumerator open for half a minute after it has found
everything, and NetShareEnum on a server that doesn't answer hangs too.
We take what has turned up after a quiet second, or after 8 seconds at
the most.

GameBrowser skips probing the servers for game folders, which would
contact each one from the UI thread.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 02:44:05 +02:00
Henrik RydgårdandClaude Opus 5.5 4797f1381c UI: Use ChoiceGroup on the pause menu and the firmware screen's actions
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 01:52:34 +02:00
Henrik RydgårdandClaude Opus 5.5 74bbd4b62e UI: Use ChoiceGroup on more settings-like screens
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 01:52:34 +02:00
Henrik RydgårdandClaude Opus 5.5 b3343af49c Developer tools: Use ChoiceGroup on all tabs
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 01:52:34 +02:00
Henrik Rydgård 44035e5256 MainScreen: Add some rounded corners 2026-10-24 01:52:34 +02:00
Henrik RydgårdandClaude Opus 5.5 ade9fc151e MainScreen: Split CreateMainButtons on portrait at the top level
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 01:52:34 +02:00
Henrik RydgårdandClaude Opus 5.5 8012d9dca7 Settings: Use ChoiceGroup on the remaining tabs
Each ItemHeader becomes a ChoiceGroup with that title, and the items
under it are added to the group, as on the audio tab.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 01:52:34 +02:00
Henrik Rydgård c44a12363f Prototype the new ChoiceGroup component 2026-10-24 01:52:34 +02:00
Henrik RydgårdandClaude Opus 5.5 c13bffc79c TEMPORARY: Bring back the round rect test on the logo screen, with corner masks
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 01:52:34 +02:00
Henrik Rydgård fe41253fb8 Remove the roundrect test 2026-10-24 01:52:34 +02:00
Henrik RydgårdandClaude Opus 5.5 110fb7fd6a UI: Rounded rectangles from precomputed atlas corners
UIAtlas generates an antialiased white corner for each radius in
ROUND_RECT_RADII (8, 16, 24, 32 UI units) and each style (filled, and
thin/medium/thick outlines from ROUND_RECT_THICKNESS) at the atlas DPI.
DrawBuffer::DrawRoundRect mirrors the corner into all four corners and
stretches the corner's last texel row/column along the edges, so a
round rect is 9 quads (8 for outlines).

Other radii use the nearest corner, scaled. The LogoScreen temporarily
draws some for testing.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-24 01:52:34 +02:00
Henrik RydgårdandClaude Opus 5.5 4775d235ab UI: PS1 games get a region and the PS1 icon, and list views show the ID of games without an icon
DetectGameRegionFromID() only knew PSP IDs, so a PS1 one (SLUS, SCES,
SLPS and so on) came out as homebrew. A PS1 disc image or EBOOT with no
icon of its own showed the app icon in the game browser, and the list
views left out the ID of any game drawn without a picture.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-23 15:48:01 +02:00
Henrik RydgårdandClaude Opus 5.5 9312bf06d1 POPS: Boot PS1 discs from CHD and Alcohol .mds/.mdf images
A CD CHD is read through its track metadata: each track's frames are
padded to a multiple of four, a pregap is stored only when its type
starts with V, and audio is big-endian. A .chd that's a CD is a PS1 disc,
PSP discs being DVDs. The FileLoader-backed core_file the PSP CHD block
device used is now OpenCHDThroughLoader(), for both.

An .mds gives each track's start, pregap and length, and where in the
.mdf it's stored, with 96 bytes of subchannel data after each sector.
Anything between tracks isn't stored. A bare .mdf goes through its .mds,
which the game browser lists, and archives install with both.

MODE2/2336 cue sheets, which only had their sector headers made before,
are now tested too.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-23 15:01:22 +02:00
Henrik RydgårdandClaude Opus 5.5 34a0090a18 Install PS1 discs from zip and 7z archives, and show them as playable only with a firmware that runs them
A zip or 7z with a PS1 disc in it (a cue sheet and the files it names, a
.ccd with its .img and .sub, or a lone raw .bin or .img) is now installed
like a zipped ISO. A disc of several files goes into a folder of its own,
named after the cue sheet or .ccd. An ISO in the archive still takes
priority, and a lone .bin or .img only counts when nothing else does.

The game screen offers Play for a PS1 disc image only when the installed
firmware's POPS can run it: 3.95 to 6.61, with popsman.prx.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-23 15:01:22 +02:00
Henrik RydgårdandClaude Opus 5.5 23dffa9db3 POPS: Boot PS1 disc images as converted EBOOTs made on the fly
A cue sheet, a CloneCD .ccd, or a bare .bin, .img or .iso of a PS1 disc
now boots on the firmware's POPS, as the converted EBOOT.PBP popstation
would make from it. PS1EbootFileLoader builds the PBP header, PARAM.SFO
(the disc ID from SYSTEM.CNF) and the PSISOIMG header, TOC and block
index, and serves the disc image from the image's own files. Each block
of 16 sectors is a stored DEFLATE block: the manager won't read an image
of uncompressed blocks in its own format, but the converted PBP's inflate
takes stored ones, and with every block the same size, reads map straight
onto the files. Nothing is compressed or written anywhere.

Cue sheets can have any number of files, AUDIO tracks, INDEX 00 and
PREGAP, and a missing FILE falls back to the cue sheet's own name. A
2048-byte .iso gets Mode 2 Form 1 sectors made around its user data.

The EBOOT is mounted as the only file in host0:, through BlobFileSystem,
which now saves its open handles in savestates. The game browser lists
.cue, .ccd, .bin and .img, leaving out the .bin and .img files a cue
sheet or .ccd next to them describes, and a bare image opened directly
goes through the cue sheet that names it. GameInfoCache reads the title
and ID of these, and of real PS1 EBOOTs, from their PARAM.SFO.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-23 15:01:22 +02:00