Commit Graph
555 Commits
Author SHA1 Message Date
Kurt Himebauch af1ca1a362 ci: run android unit tests in their own job alongside the apk build 2026-10-28 11:35:21 -04:00
Kurt Himebauch 27bdc68867 ci: faster pipeline and fewer network flakes (#1719) 2026-10-28 11:31:20 -04:00
Kurt Himebauch 6ecf1ede2c tool: deploy session helper changes by grafting them into the latest main APK (#1721) 2026-10-28 11:07:12 -04:00
Kurt Himebauch 9294a60172 perf(proot): accelerate and cache glibc syscall relays (#1687)
Libc-internal file operations bypass the existing preload wrappers and
still stop in PRoot. Patch recognized ARM64 SVC sites in libc and the
runtime loader, reuse the current translator for 20 path syscall
numbers, and return declined calls to PRoot. Enabled by default after
the tracer-key check; `PROOT_FP_PATCH_SVC=0` remains the troubleshooting
opt-out.

The hardened implementation patches 47 sites on Thor's glibc 2.43.
Relays preserve general/SIMD registers, flags, FP state and errno, and
provide unwind metadata back to the original libc frame. Text is patched
through `/proc/self/mem` after relay pages become executable.
Initialization skips multiple live threads and SVE/SME. Alternate signal
stacks and insufficient remaining stack use PRoot; main-stack growth
respects the current limit. No proroot code or binaries are imported.

Robust-list set/get sites deliberately remain with PRoot/the kernel.
Device tests reproduced stale state when the earlier private-TLS
implementation mixed patched and raw callers. Removing that shortcut
fixes coherence and preserves the host's actual return policy; the
earlier thread-creation gain is retired. SDK forwarding still enables
faccessat2 ENOSYS fallback and clone3 ENOSYS only before Android 15.
Successful clone3 is never executed from the C relay. Existing fsync
handling is unchanged. No in-process RET_TRAP filter is added, so
SIGSYS-mask/handler machinery is not applicable.

Version-2 build-ID/API tables cache relative patch sites in `/tmp`.
Every hit revalidates executable bounds, alignment, instructions and
syscall numbers. Invalid/unsafe files rescan; publication uses a private
temporary file and atomic rename. The PRoot dependency fetch also gains
a mirror matching the existing pinned checksum, resolving upstream
availability failures without changing versions.

Five alternating pairs using the final bundled library on Thor/Android
13:

| operation | wrappers only | hardened relays |
|---|---:|---:|
| libc-internal stat | 49.6 us | 6.0 us |
| libc-internal open/close | 50.4 us | 7.8 us |
| libc faccessat | 49.7 us | 22.0 us |
| libc getcwd | 54.9 us | 5.0 us |
| thread create/join | 136 us | 144 us |
| complete tiny exec/wait | 4.44 ms | 5.60 ms |

An earlier five-pair hardened-library run measured stat 50.1 to 5.9 us
and open/close 51.9 to 7.1 us. The metadata gains survive the safety
checks. Neither run shows a thread-creation gain, and tiny execs retain
roughly 0.9-1.2 ms overhead.

Three full Steam startup pairs yielded Home-ready medians of 47.02 s off
/ 45.25 s on, with overlapping 43-50 s ranges. Steam/CEF-only PSS
medians were 1,223.1 / 1,233.9 MiB; the roughly 11 MiB difference is
smaller than observed variation, but does not establish zero memory
cost. Startup/memory used one unchanged signed bundled-library APK
without overrides; the final stack-gap guard only increases distance
reserved above other mappings. No reliable whole-client startup
improvement is claimed.

Earlier fresh Half-Life SD installs took 350/341 s off and 326/327 s on.
These are historical results from the preceding robust-list revision,
not a post-hardening download retest. Network/shader scheduling varied,
allocation did not reliably improve, and the repeat baseline committed
faster. This PR demonstrates metadata acceleration; it does not
demonstrate a reliable fix for Steam's SD allocation/commit bottleneck.

Validation on `2c3c135b` (production code unchanged since `4998b046`):

- Local release build, runtime/native-library checks, release signing
and four focused Android tests pass. [Final-head
CI](https://github.com/Droid-Deck/DroidDeck/actions/runs/40704837477)
passed: 1,431 Python/native tests (49 skips), 2,648 Android tests (zero
failures/skips), and 162 Rust tests. CodeRabbit is green on the same
head. The installed production APK forwards API 33 and patches 47 sites
with an unset enable flag and no override; Steam Home renders.
- Embedded and shared-PIC matrices pass on glibc 2.43; shared-PIC also
passes on separately loaded glibc 2.39. Coverage includes raw
results/errno/registers/FP state, path/flag/error and protected-pointer
cases, exact readlink boundaries, mixed raw/relay robust state,
concurrent threads, fork, thread churn, alternate-stack signals,
deferred/FIFO cancellation, signal siglongjmp recovery, forced unwind
with caller cleanup, and limited remaining stack.
- Four device test-process filters deny the memory patch file, relay
mapping, executable permission, or patch writes. Every case leaves
original syscall execution working. Host injection also verifies partial
installation after an individual site fails.
- Concurrent atomic symlink replacement passes 3,000 internal
stat/readlink iterations at default/zero TTL. Eight focused host tests
pass, covering instruction/branch limits, stack/limit fallback,
untrusted cache files and NDEBUG checks. API selection gives 45/47/46
sites for unknown/33/simulated-35; unset and explicit 1 agree, and 0
leaves sites untouched. This does not replace Android 15 hardware
testing.
- All bench tools compile with -DNDEBUG. Relative/absolute fixture
workloads agree, and thread/ABI/failure checks pass on Thor with those
builds.
- Earlier internal fts/realpath/NSS/dlopen and normalized read-path
equivalence pass. The write suite retains the existing wrapper SD
Unix-socket mismatch against PRoot.

CodeRabbit disposition: fixed relative fixture paths, prevented
benchmark checks disappearing under NDEBUG, corrected the
limited-fallback description, and narrowed memory-file denial so the
thread check still succeeds. The default-off recommendation was
addressed by fixing/testing the underlying guard and unwind issue while
retaining the requested default-on behavior. The readlink count
suggestion is intentionally not adopted: device boundary comparisons
reproduce current PRoot behavior, so changing that inherited policy
belongs in a separate correctness change.

This is not consequence-free instruction patching: constructor time,
private text copies and stack checks have costs. Android 15+ ARM64 and
16 KiB-page hardware, arbitrary asynchronous cancellation/non-local
exits, user-managed stacks, and attributable tracer-counter measurements
remain gaps. Loader calls before the constructor and arbitrary guest ELF
syscall sites remain outside scope.

Thor was restored to its original APK and bundled library, with app data
preserved and test settings, overrides, temporary files and version-2
test caches cleared.

Detailed evidence and revision boundaries: [proroot
analysis](https://github.com/Droid-Deck/DroidDeck/blob/2c3c135b52c3dd949ef5a99a67d8c12eba24406c/docs/development/proroot-analysis.md).
2026-10-28 10:53:26 -04:00
Kurt Himebauch 2c3c135b52 test(proot): address benchmark review findings 2026-10-28 10:19:29 -04:00
Kurt Himebauch ac8d97e098 test(proot): target memory patch access denial 2026-10-28 10:11:05 -04:00
Kurt Himebauch 4998b04636 fix(proot): harden relay state and unwinding 2026-10-28 10:06:44 -04:00
The412Banner 9d82df6981 fix(game-env): OpenGL games stop waiting for each screen refresh (#1715)
With no frame limit, AIO's Direct3D 7 (DirectDraw) test ran at exactly
144 fps on a 144 Hz panel: every frame waited one refresh (6.94 ms).
Wine asks for a swap interval of 1 on every OpenGL window, and WineD3D's
front-buffer drawing used by DirectDraw and Direct3D 1-7 never lowers
it; it only sets the interval in its present path. Mesa's Zink then
presents in FIFO.

droiddeck-game-env sets vblank_mode=0 for games launched through Proton
before the game's environment edits, so a value set in the launch
options or the editor wins and an editor Remove leaves Mesa's default.
Steam's own runs in compatdata/0 are unchanged. Steam's Frame Limit
still holds a game: gamescope's WSI layer presents every swapchain in
FIFO while its limiter is on.

On the AYANEO Pocket FIT, AIO Direct3D 7 went from 144 to 2,345 and
2,265 fps (1 % low 99 -> 620) with no limit; with the Quick Access
limit at 144 and 72 it held at 143.76 and 71.92.
2026-10-28 13:34:45 +00:00
Kurt Himebauch ddb8ed32cb test(proot): record expanded relay validation 2026-10-28 08:05:50 -04:00
Kurt Himebauch 40b7c480a3 fix(build): mirror pinned talloc downloads 2026-10-28 07:44:59 -04:00
Kurt Himebauch 9a8f54dee7 fix(proot): preserve cleared robust-list state 2026-10-28 07:31:52 -04:00
Kurt Himebauch c62b9b5d1b perf(proot): expand and cache syscall relays 2026-10-28 07:17:53 -04:00
The412Banner 213c2da57e fix(steam): answer Steam's D3D driver query without starting Wine (#1708)
At every start, Steam's shader pre-caching runs d3ddriverquery64.exe
through each Proton tool (DroidDeck-Proton and the ARM64 Proton) in
compatdata/0. Here the query has never succeeded (948 of 948 runs in
the client's shader log failed, mostly exit code 1), and each run
started Wine in that prefix, where the two Protons upgraded it back and
forth (11.0-100 <-> GE-Proton11-11) with the 32-bit wine.inf install.
When that overlapped a game's start, AIO ran 25-30 % slower for its
first 5-7 seconds.

Both Proton wrappers now exit 1 for Steam's own query, "run
.../d3ddriverquery64.exe" (or the 32-bit name) with STEAM_COMPAT_DATA_PATH
in compatdata/0, before doing anything else, so Steam gets the same
failure without Wine. Every other verb and prefix goes on to Proton.
2026-10-28 09:21:49 +00:00
The412Banner 8549ac9ce8 perf(compositor): draw a new frame when it arrives (#1707)
A new game frame waited for the next screen tick before the compositor
drew it: 1.9-3.5 ms on average at 144 Hz, measured with the pacing
counters. With frames going straight back to the game (no compositor
limit), the compositor now draws as soon as the clients' requests are
handled, at most once per refresh, and presentation times stay on the
tick.

gamescope delivers about one frame per refresh, so the tick leaves a
frame younger than one refresh for the next arrival to draw, unless the
tick itself changed the window, effects or headset pose; a frame no
other frame follows is drawn at the tick after. Once a held frame is
still waiting at the next tick (a client paced by frame callbacks), the
tick draws every frame for a second before holding one again. The
queued draw checks again that drawing on arrival is still on.

Paced output (glasses), streaming and frame generation keep drawing on
the tick. The hidden pref renderOnCommit (default on) turns it off. The
pacing log line counts the scenes drawn on arrival. On the device new
frames wait 0.12 ms instead of ~2 ms.
2026-10-28 09:21:07 +00:00
The412Banner 8c4f97a170 perf(gamescope): p18 – handle a finished frame in one loop pass (#1706)
0123 backports upstream 0efe47c and 666c52b by Matthew Schwartz (commit
completion list lifetime, no Rc to a dying commit). 0124 polls a new
commit's fence at import; a finished frame is marked done at once and
handled in the same steamcompmgr pass instead of a second wake through
the image waiter. commit_ready_check (default on) turns it off.

Pins gamescope 3.16.29-p18 (0123 + 0124). On the AYANEO Pocket FIT about
81 % of commit fences are ready at import; gamescope-xwm 22-26 % -> 16 %
of a core, gamescope_img 10-11 % -> under 2.5 %.
2026-10-28 09:20:51 +00:00
Kurt Himebauch 3fd9662161 fix: show every held volume step in Steam's volume slider 2026-10-27 23:48:05 -04:00
Kurt Himebauch 374d4783fc fix: avoid incompatible Turnip selection and explain Steam startup failures (#1380) 2026-10-27 22:29:40 -04:00
Kurt Himebauch eceda6e840 Add opt-in game debug logs and bounded log sharing (#1061) 2026-10-27 22:22:33 -04:00
The412Banner 4ef6b53eb0 fix(proton): Windows CPU 0 is the fastest core (#1697)
Wine numbers the Windows CPUs like the host, so Windows CPU 0 was host
core 0, a small core on most Android chips. Games that pin their main
thread to CPU 0 ran it there: GTA IV 32 fps on the AYANEO Pocket FIT,
61 fps once CPU 0 is the fastest core.

droiddeck-game-env hands Wine the game's cores fastest first, from each
core's cpu_capacity (or its top clock). Equal cores keep their order.
Cores picked globally or in a game profile stay the only cores the game
sees, now fastest first; a pick only counts when it narrows the cores.
Games on Proton's own default_cpu_limit list keep their count on the
fastest cores (quoted and unquoted counts); other values such as "P"
are left to Proton. A typed WINE_CPU_TOPOLOGY / PROTON_CPU_TOPOLOGY
still wins, an empty one turns it off for a game, and
DROIDDECK_FASTEST_CORES=0 turns it off. Steam's own Proton runs in
compatdata/0 are left as before.

Builds on maxjivi05's "Windows games see only the cores they are pinned
to" (9d85af75).
2026-10-27 19:07:59 -04:00
maxjivi05 2d19c31872 fix(release): rename the pin task affinity for variant APKs 2026-10-27 15:50:51 -04:00
Kurt Himebauch c9044a27e3 fix(release): rename pairing guide affinity for variant APKs 2026-10-27 15:16:58 -04:00
Kurt Himebauch 785d1bf1da perf(proot): enable syscall patching by default 2026-10-27 14:29:58 -04:00
Kurt Himebauch 4b230cbd0f perf(proot): add opt-in glibc syscall patching 2026-10-27 14:06:52 -04:00
The412Banner b5cc6dd185 perf(gamescope): skip the repeated window lookup and wake on host events (#1672)
The WSI layer sends override_window_content on every present, and
gamescope walked the X tree to the top-level window (a blocking
XQueryTree round trip per level, under the wlserver lock) before
noticing the same swapchain already overrides it. A swapchain repeating
the same window now skips the walk for 100 ms (0121).

Backport of upstream gamescope 2962992 by Matthew Schwartz: the nested
Wayland backend's input thread reads the host display, but steamcompmgr
does not watch that fd, so buffer releases and presentation feedback
could wait up to one refresh for its next poll; the input thread now
wakes it after each read (0122).

Pins gamescope-3.16.29-p17, the archive that was A/B-tested on the
device. PATCHES.md also describes the p16 change to 0120.
2026-10-27 09:10:53 -04:00
The412Banner 43a0ce93f9 fix: Frame Limit sync and refresh follow on a still screen (review follow-ups) (#1663)
The Steam helper checked the Frame Limit only when the offered frame
rates changed. With the limit off during a refresh change, turning it
back on left a value the new rate does not offer, and a failed write was
not tried again. It now checks on every state change and every 5 s, and
waits for Steam's settings write so a rejected write is caught and tried
again on the next check.

gamescope 3.16.29-p16 (0120 changed): gamescope took a new host refresh
only from the presentation feedback of a frame it drew, so with nothing
moving on screen it kept the old rate. It now presents once when the
host's wl_output mode changes and keeps presenting while a new rate is
pending, so the 300 ms check runs on a still screen too.

Found by CodeRabbit in the reviews of #1650 and #1663.
2026-10-27 05:08:21 -04:00
The412Banner 4c7e59ed8b feat: Steam's Frame Limit decides; gamescope and the limit follow the refresh rate (#1650)
Remove the Performance mode switch. The session always runs the way
Performance mode did: replaced buffers go back to the game at once
(except while mirroring to glasses), gamescope's WSI layer and winex11
reuse their per-present window checks, and games get eight swapchain
images while uncapped. Steam's Frame Limit in the Quick Access menu is
the only limit.

gamescope 3.16.29-p15 (p14 plus two patches):
- 0119: with the Frame Limit on, gamescope forces FIFO while the WSI
  layer hands the driver MAILBOX, so a game with eight images could
  queue up to seven frames ahead of the screen. While the limiter forces
  FIFO the layer uses its default of 3 images; DXVK and VKD3D-Proton
  recreate their swapchain when the limiter changes, other apps are asked
  to with VK_SUBOPTIMAL_KHR.
- 0120: -r fixed gamescope's pacing and limiter rate for the whole
  session. With GAMESCOPE_NESTED_REFRESH_FOLLOWS_HOST=1 a rate the host
  has reported for 300 ms replaces it (a switch from 144 to 120 Hz passes
  through 72 Hz for a few frames), and Steam gets the display information
  again. The session sets it whenever it passes -r.

Steam keeps its Frame Limit as the client setting
gamescope_app_target_framerate and offers the values gamescope's display
state lists. After a refresh change, a limit the new rate does not offer
(72 at 120 Hz) left the slider on its first value while the game kept the
old limit. The Steam helper watches the offered values and, once they
settle, keeps the limit when it is still offered and moves it to the
highest value otherwise, through Steam's own setting so the slider shows
it. Steam's webpack does not expose its module cache, so the gamescope
service is found by the calls its module makes, and the helper retries
the install every 10 s until Steam is ready.

The session window asks for the fastest mode the peak refresh setting
allows and chose again only when the display changed, so after it had
asked for 60 Hz, raising Android's refresh setting left the display,
gamescope and the limit at 60. It now also chooses again when
peak_refresh_rate or min_refresh_rate changes.
2026-10-26 23:17:35 -04:00
Kurt Himebauch 0e9a31ccfe feat: trust contributors for test builds (#1646)
* feat: trust contributors for test builds

* fix: restrict trusted list changes

* fix: retain same-repository test signing

* fix: publish completed fork builds

* feat: trust K11MCH1 test builds

* fix: recognize maintain collaborator role
2026-10-26 22:54:57 -04:00
maxjivi05 bb9a64fa5f Reconfigure the app decoder when the capture layout changes
A capture format or buffer change now closes the app's decoder so the
next packet reopens it with the new stride and height, and a capture
slot whose remap fails no longer keeps its old mapping.
2026-10-26 20:36:24 -04:00
maxjivi05 916a39585f Decode Remote Play streams on the arm64 Steam client
Steam's arm64 streaming_client only decodes through a V4L2 stateful
decoder and libdrm dumb buffers, neither of which exist on Android, so
streams from a PC never showed a picture. The preload now offers it a
/dev/video-dec0 and a libdrm stand-in backed by dma-heap buffers, and
each frame is decoded by the app's MediaCodec (Qualcomm low-latency
mode) over the encoder socket, falling back to the FFmpeg in Steam's
runtime.
2026-10-26 20:36:24 -04:00
maxjivi05 9555cb9f65 fix(skate.): run ReSkate at D3D12 feature level 12_1
skate. under ReSkate crashed with an access violation in Skate.exe 12 to
60 seconds after it started at the default feature level 12_2; at 12_1
it loads San Vansterdam and plays. The rule matches Skate.exe with
ReSkate.dll beside it, so it covers ReSkate started from skate.'s own
Steam entry and as a non-Steam game, and a game profile can still set
another level.
2026-10-26 20:35:59 -04:00
maxjivi05 70d8fc6559 Hand a profile's WINE_CPU_TOPOLOGY to Proton as well 2026-10-26 18:31:11 -04:00
maxjivi05 70c512693a Set PROTON_CPU_TOPOLOGY too so Proton's per-game CPU list doesn't replace it
Proton sets WINE_CPU_TOPOLOGY from its own default_cpu_limit for games
like Prototype (8 cores) unless PROTON_CPU_TOPOLOGY is set, so the
pinned topology never reached the game the issue was about.
2026-10-26 18:31:11 -04:00
maxjivi05 43266b2923 Keep an empty WINE_CPU_TOPOLOGY from a game profile 2026-10-26 18:31:11 -04:00
maxjivi05 9d85af7558 fix(proton): Windows games see only the cores they are pinned to
Game cores pinned the game with taskset, but Wine counts the online
CPUs, so a game held to two cores still saw eight processors and sized
its thread pools for them. Prototype freezes at its splash screen that
way. When the session or a game profile limits the game cores, Wine now
gets WINE_CPU_TOPOLOGY for exactly those cores unless the profile sets
its own.
2026-10-26 18:31:11 -04:00
Kurt Himebauch 73daaf7adc fix(gamescope): keep Fill scaling and magnification visible (#1634)
* fix(gamescope): preserve signed plane positions

* fix(gamescope): pin validated scaling component
2026-10-26 16:06:40 -04:00
The412Banner 830c753312 fix: turn off D3DGear's capture hook when it sits beside a game (#1627)
The Crew 2 loads D3DGear64.dll from its folder. Its DXGI Present hook
faults over a thousand times within seconds under Wine and the game
never presents again: black screen while the sound keeps playing.
droiddeck-game-env now disables the DLL when it finds it beside the
game, and DLL overrides from several engine fixes are kept together
instead of the last one replacing the others.
2026-10-26 18:07:15 +00:00
Kurt Himebauch a0a68f7280 feat(steam): sync QAM controls and pass held Back shortcuts (#1621)
Steam's native QAM sliders now control Android brightness and media
volume, with device changes reflected back in Steam. Holding Android
Back for 700 ms sends a real held QAM button for Steam shortcuts. Single
and double taps keep the existing menu/QAM order and swap setting; the
double-tap window remains 500 ms.

- Discover native brightness through a guest backlight descriptor and
use Android's Modify system settings permission. Retain the latest
pending request until permission is granted or the session stops, with a
notification action for hidden sessions.
- Give DirectAudio and fallback AAudio sinks Android media volume/mute
callbacks, keeping software gain at unity. Recover when initial volume
state is absent or invalid, brightness acknowledgements differ or never
arrive, or the Display bridge is not ready yet.
- Forward other buttons while QAM is held in Steam Deck and Steam
Controller modes. Consume release after a hold and clear pending input
on overlays, focus loss, pause, disconnect, and teardown. The session
menu retains its compact Back choice without an explanatory paragraph.

Validation:
- Local ARM64 release build passed. The latest timing change passed 20
targeted input tests, including release at 600 ms remaining a tap. The
preceding full feature check passed 61 Android input/device-control
tests, with permission cases on API 28 and 33.
- 66 Linux Python/Node/C tests passed for device controls, audio
recovery, Steam compatibility, and file dialogs. Both audio sink modules
rebuilt with Android NDK 27.2.
- Release-signed integration build 14d12cf0 is installed on the unrooted
AYN Thor, carrying the Android/input changes through 749ade4a plus the
existing portrait changes. Device checks confirmed the configured
QAM/menu tap order, Back dismissal, removal of the inline menu
description, and held QAM overlapping X with clean release. Hands-on
testing confirmed this installed build works.
- Earlier Thor testing covered brightness permission and pending
requests, brightness synchronization in both directions, native volume
changes, hardware volume key readback, and both sink backends. Failure
recovery is covered by the automated tests above.

The subsequent queued-notification fix in 4d7ceb23 is covered by the
Linux regression suite and has not replaced the Thor install.

Bluetooth/wired output switching and other device models remain
untested. CI and CodeRabbit monitoring continue against the pushed head.
2026-10-26 13:46:14 -04:00
maxjivi05 455bf0fba9 fix(fex): install DroidDeck's FEX build again when it no longer loads
A tag that matches no longer vouches for the build: FEX and FEXServer must
also load (ld.so --list), otherwise the session reinstalls it and x86
programs use the Steam or system FEX meanwhile.
2026-10-26 13:40:36 -04:00
maxjivi05 4de4c65c2a fix: wait before retrying a FEX build that did not install
A failed catalog install is retried after an hour or when the session names
another build, a missing updater falls back to the FEX already here, and the
archive download gives up on a stalled connection.
2026-10-26 13:40:36 -04:00
maxjivi05 7e2d13b641 fix(fex): x86 programs use DroidDeck's own FEX build, kept to the catalog's version 2026-10-26 13:40:36 -04:00
maxjivi05 5bdf0d6b04 fix(fex): report the x86 platform under AT_PLATFORM 2026-10-26 13:40:36 -04:00
maxjivi05 13493d44c3 fix: keep Sentry for Godot games that are not .NET
The Sentry GDExtension was turned off for every Godot game that ships it,
because its crash handler takes the .NET runtime down under FEX. GDScript
games such as Pathogenic call SentrySDK from their scripts, so without the
extension their autoloads fail to parse and the game quits. Only Godot .NET
builds have it turned off now.
2026-10-26 13:27:59 -04:00
Kurt Himebauch 4d7ceb2325 fix(steam): drain queued control notifications 2026-10-26 13:27:03 -04:00
maxjivi05 a984d11742 fix: run Xbox games from a short drive letter
The launch view lives under the app's files folder, so games saw an
install path like Z:\data\user\0\com.droiddeck.launcher\files\xbox-runtime
\views\launch-<n>\droiddeck-xbox-<id>. Forza Horizon checks that length and
quits with "Installation path is too long". The view is now mapped to a
free drive letter in the prefix (X: first) for the length of the launch.
2026-10-26 13:21:31 -04:00
Kurt Himebauch fa5506df35 fix(steam): preserve Back taps and recover QAM controls 2026-10-26 13:13:08 -04:00
maxjivi05 c446566f42 fix: hold a setup lock instead of guessing from running processes 2026-10-26 12:47:00 -04:00
maxjivi05 2e2b950964 fix: Flatpak setup clears a package lock left by an interrupted run 2026-10-26 12:47:00 -04:00
Kurt Himebauch 53d643dd00 fix(audio): clear volume bridge during sink teardown 2026-10-26 12:34:31 -04:00
Kurt Himebauch 6a5dfe1486 feat(steam): sync QAM brightness and volume with Android 2026-10-26 12:32:36 -04:00
Kurt Himebauch d08afbd878 fix: restart compression delay for new games 2026-10-26 11:55:01 -04:00