Make run.sh executable - #13
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Content is unchanged; this is a mode change only, 100644 -> 100755. The README tells you to invoke it directly (`sudo ./run.sh`, and again under the manual-launch instructions), and its sibling scripts setup.sh and watchdogs-launcher are both already committed as 100755. setup.sh itself does `chmod +x run.sh` at install time, which is what makes a fresh clone work -- so the tracked mode has simply been out of step with how the file is used. Committing the bit means a clone can run ./run.sh without setup.sh having to patch it first, and stops the chmod showing up as a permanent dirty file in git status afterwards. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DZnaedMVnFLztkCsmWGVfv
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Make
run.shexecutableMode change only,
100644->100755. No content is modified — the diff is1 file changed, 0 insertions(+), 0 deletions(-).run.shis currently the only launcher script tracked as non-executable:mainrun.sh100644setup.sh100755watchdogs-launcher100755That is out of step with how the file is documented and used. The README invokes
it directly in three places (
sudo ./run.sh, and twice under the manual launchinstructions), and
setup.shprintsRun the game: sudo ./run.shoncompletion. A fresh clone cannot do that until
setup.shline 316(
[ -f "run.sh" ] && chmod +x run.sh) patches the bit at install time.Two small benefits from tracking the bit instead:
./run.shworks straight from a clone, without depending onsetup.shhavingbeen run first — useful for anyone launching the game manually or from a
desktop entry rather than through the installer.
setup.sh'schmodstops showing up as a permanent modification ingit statusafterwards, which currently leaves every installed copy with adirty working tree.
Split out of #12 deliberately, since it is unrelated to the bridge changes there.
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https://claude.ai/code/session_01DZnaedMVnFLztkCsmWGVfv