OGPU moves the whole extracted plugin directory (plugins/itch/) to trash
on every plugin update, so keeping installed games under
user://plugins/itch/games meant game files silently vanished on update
while butler.db kept the (now orphaned) cave. That made fresh installs
fail with butlerd's "That upload is already installed!" and broke
launches for games whose files were gone.
- New installs go to user://butler/games (persistent, next to butler.db)
via a reworked _ensure_install_location; prereqs move there too
- _install/_update reconcile the cave first: a cave whose install folder
no longer exists is uninstalled before a fresh (re)install, and a valid
existing cave turns the request into an update instead
- _make_item treats missing-folder caves as not installed, and the cache
path re-checks cwd so stale caches don't render a broken Play button
- orphaned caves are cleaned out of butler.db in the background on library
load
- drop the plugin's global InstallLocation class stub: it collided with
OGPU core's nested Library.InstallLocation and broke compilation on a
cold .godot cache (the unused install_to arg is now untyped)
- Makefile: compute preset number with shell arithmetic instead of bc
The new 'Only show games available on this platform' checkbox in the
plugin settings drops games whose platforms don't include the OS
OpenGamepadUI is running on (e.g. Windows-only games on Linux). Games
with no platform info at all (HTML5) are kept since there's nothing to
filter on. The setting is read on every library load, so toggling it
reloads the itch.io library without a restart.
Godot JSON.parse decodes every JSON number as a float, so integer ids
(7670) round-trip through JSON.stringify as 7670.0, which Go's int64
fields reject with RPC error -32700. Normalize at the parse boundary so
profile/game/upload ids serialize correctly.
Also drop the nonexistent 'fresh' parameter from Fetch.ProfileOwnedKeys.