The client runs a game's install scripts through Proton at every
launch, a whole Wine start before the game's own. When the evaluator
already exited cleanly for the same scripts in this prefix and every
process they name is still marked as run, it is not started again.
Moonlighter launches went from 10.5 to 7.7 s.
gamescope polls mangoapp's queue every frame and each msgsnd/msgrcv
listed the object folder, opened and mapped the queue, then unmapped
it again. Queues are now mapped once per process; removal is marked
in the shared header so cached mappings drop it and blocked waiters
get EIDRM as on Linux.
FEX launched through a script (Valve's _v2-entry-point) was judged 32-bit, so the
fast path stayed off in the FEX client while FEXServer bound its socket through it.
The fast path now follows #! lines before judging the program.
The live compat sync drops apps the client refuses GetCompatTools for instead of
reattaching forever.
* perf: download hand tracking models and native libs on first use
* feat: build and publish add-on packs in CI, add Xbox and Comet packs
* feat: ship proot and DirectAudio drivers as CI-built packs
* test: hand tracking readiness requires the tracking pack
* ci: attach PR test-build packs to the PR release instead of Components
Flatpak starts bwrap with an empty environment, so the bwrap shim lost DROIDDECK_BWRAP_SOCKET and dialled the default package's socket. The session now writes the socket name to /etc/droiddeck/bwrap-socket and the shim reads it when the variable is missing.
Fixes#1092
Games launched from Steam get Turnip's own per-render-pass choice between
tile memory and system memory again; TU_DEBUG=sysmem now stays with the
Steam client, whose interface it was set for. A per-game TU_DEBUG, the
debug override file and the Adreno 710/720 driver still win. On the
REDMAGIC tablet (Adreno 840) PEAK runs 46.8 -> 52.3 fps over 7 alternating
pairs and Valheim's 3D menu needs 12.6 % less GPU time per frame; light
games are unchanged.
droiddeck-seed-redists remembers the identity (inode, size, mtime) of each
prefix registry it has verified and skips re-reading it while it is
unchanged. Steam started after it on every session, ~1.8 s later.
SessionFiles keeps a ledger of the files it staged for the installed APK
and copies only the ones that changed, ~180 ms less per session start.
Session start to Steam ready: 5.57 -> 3.57 s.
RPCS3's AppImage could not start: its own runtime unpacks the image with
a dwarfsextract it runs from a memfd, which Android refuses (EACCES), and
it has no other way to run it. Emulator AppImages for arm64 now start
through the shipped uruntime, which falls back to a file in /tmp.
RPCS3 then stopped with "Null object" in utils::shm (errno 13): it reads
/proc/sys/vm/overcommit_memory to pick memfd for guest memory, and apps
cannot read it. The guest now gets the kernel's default policy (0) there
when the real file is unreadable, like file-max.
A GOG download only places the files, so games that look up their own registry keys (Fallout: New Vegas reads HKLM\Software\Bethesda Softworks\FalloutNV "Installed Path") said they were not installed. Every GOG launch now reads the setRegistry actions of the game's goggame-<id>.script and imports them into the prefix's 32-bit view through Proton's reg.exe, once per change of the script, so games already downloaded are fixed on their next launch.
fix: let Wine write hooks into code FEX has translated
Wine 11's wineserver writes another process's memory with process_vm_writev,
which the kernel refuses on a page that is not writable. FEX's WoW64 layer
keeps the pages it has translated read-only to catch self-modifying code and
re-protects them right after a program unprotects them, so WriteProcessMemory
and NtWriteVirtualMemory into ntdll failed with a partial copy and Ubisoft
games stopped at "Error at hooking API NtProtectVirtualMemory". Wine only
falls back to /proc/<pid>/mem on ENOSYS or EPERM.
libblsession now completes a single-buffer write that wineserver was refused
with EFAULT through /proc/<pid>/mem, the way Wine wrote before Wine 11. Other
programs and every other error keep the kernel's answer. The iovecs are read
with process_vm_readv, so a bad pointer still returns EFAULT, and offsets are
64-bit in the i386 build.
* Restrict Xbox credentials to host backends and lease game launches
* Verify mapped PRoot backend images and retry lease heartbeat timeouts
* Bound Xbox backend shutdown and isolate service socket lifetimes
* Keep unique Xbox service sockets within Unix address limits
* Own licensed launch directories and recover abandoned views safely
* Serialize Xbox account revocation with sign-in commits and launch authorization
* Steam x86-64 client: menus come up, sign-in stays put, games listed once
Switching the Steam client from arm64 to x86-64 left the client on a blank
screen behind "Downloading the Steam client update 100%", and each switch
signed one of the clients out.
- The x86-64 client is Valve's steamrt64 platform, but it was installed and
synced from the ubuntu12 manifest, which lags it (1792108788 against
1792192922). The client was therefore never the arm64 client's build, the
arm64 web helper was never used, and the client then updated itself in
place after the helper had been chosen. Install, sync and the build check
now read the steamrt64 manifest.
- The x86 web helper's GPU process loads libpci, which exits when
/sys/bus/pci/devices lists a device whose files the app may not read (a
RedMagic's PCIe root ports). Every GPU process exited with status 1, even
in software, until Chromium gave up and the menus stayed blank. An empty
folder is bound over /sys/bus/pci/devices on such devices.
- Steam refuses one client's login token from the other ("Invalid
Password" for a token the arm64 client signed in with minutes before), so
copying the newer token at every start signed the other client out. Each
client now keeps its own token; a client with no accounts only gets the
other's account list.
- Games could be listed twice: an added game whose folder a Steam import
already covers is now shown as that Steam game only, a client switch
drops the old client's imported entries, an import stays one when its
ownership cannot be confirmed instead of gaining a shortcut beside it,
and only the client's own library folders count as an install.
* Steam x86-64 client: share the arm64 sign-in again
The x86-64 client refused the arm64 client's login token because it did
not know the account's SteamID: it takes it from Accounts in
config/config.vdf, which this script creates without one. It logged on as
[U:1:0] with a valid token, Steam answered "Invalid Password", and the
client dropped the token and AutoLoginUser, so every switch asked for the
password.
The newer sign-in is copied between the clients again, each start adds
the accounts either client knows to the other's config.vdf, and an
AutoLoginUser or RememberPassword one client lacks is filled in. Device:
the x86 client signs in with the arm64 token on a fresh install and on an
install left signed out, and the arm64 client stays signed in.
Valve's FEX opens rootfs paths with openat2(RESOLVE_IN_ROOT), which the
preload emulates under proot. droiddeck-fex's rootfs links to the Steam
runtimes with absolute paths outside the rootfs, so every lookup missed
and FEX fell back to the arm64 host files: x86 bash, and with it Stardew
Valley's launcher, failed on libdl.so.2. An absolute link whose target
is missing in the root but present on the host now finishes there.
Games that merely support VR (No Man's Sky) were held at Play while
DroidDeck downloaded and started SteamVR, so they always opened in VR.
They now launch normally; VR-only games still wait for SteamVR.
* fix: x86 Linux games that also ship for Windows run under Proton again
Since #749 the live compatibility helper treated every installed game with
both Windows and x86 Linux builds as a user's native choice, because the
client reports an empty tool for unmapped games. Those games were left on
the Steam Linux Runtime, which cannot start them here (bwrap fails, or FEX
looks for a RootFS that is not shipped), so Valheim, Moonlighter, Half-Life 2,
TF2 and others exited within seconds.
- An unmapped game the helper never managed now gets the default Proton.
Clearing a mapping the helper set is still kept as a native choice.
- Native choices are stored under "native_choices". The old "native" list
also held games nobody picked, so it is dropped.
* feat: Linux builds run under FEX by default, with the runtimes fetched automatically
- Steam fetches Proton, FEX, Steam Linux Runtime 3.0 and 4.0 on the first start and keeps them updated instead of leaving them pending.
- Games that ship a Linux build go to FEX once it can run them; Windows-only games and installed Windows builds keep the Proton default.
- FEX runs games on a combined x86 runtime with the newer glibc and libstdc++ the GL and Vulkan thunks need.
- Vulkan display extensions the driver cannot handle are hidden in front of the thunk, without an audit module.
- Mono's incremental garbage collector is turned off under FEX, which stops Unity games crashing.
- x86 Steamworks finds the x86 steamclient.
- 32-bit games read the virtual controller.
* fix: controllers work in Linux Unity games such as Valheim
Joystick ioctls on an event node now fail with EINVAL like the kernel's evdev, so the SDL2 that Unity embeds reads the pad's real ID instead of ignoring it as 0000:0000.
* test: skip the switch script test without node, and the ring tests without gcc
* fix: games with a Linux build keep the Proton default
The Windows build often runs better, so titles that ship both builds stay on the default Proton again. Users can still pick FEX for one, and that choice is kept. Linux-only titles still go to FEX.
* fix: unmapped dual-platform games get Proton even when config.vdf cannot be read
* Add VITURE glasses support: hardware control, 3D, head tracking
Glasses get their own controller over the MCU (permission, 120 Hz default, brightness, volume, sunblock, 2D/3D) and the game moves onto them when plugged in. The IMU drives Cardboard head tracking and the SteamVR driver. 3D falls back to one eye's view on phones that can't send the 3840x1080 signal. Options open from a glasses button in game and on the Steam page.
* Drop the glasses settings like Steam's: Play-style button, Settings lip, tabs
* Hang the glasses Settings lip over the top of the button
* Space glasses MCU commands so the IMU rate sticks, fit fixed resolutions to the glasses
* Keep Steam alive with SteamVR registered, run SteamVR at the glasses' rate, keep the glasses lip on top
* Fit VR games on the glasses: full view, seated origin at the head, pad hands reach with the d-pad
* Let the pad hands reach a metre out so buttons with deep colliders press
* Show every VR frame in order at 120 fps: wait for SteamVR's GPU work, present only finished copies, skip the grace on idle shared counters
* Glasses: SteamVR starts and stops with them, closer view with a field of view setting, Recenter on the pad
* Glasses: SteamVR field of view defaults to 90°
* VR pad hands: sticks move and aim the hands, left stick click switches the sticks to the game, d-pad pulls a held hand
* Glasses: Play SteamVR beside the glasses button instead of starting SteamVR with them, pad hands drawn as Index controllers and off while other VR controllers are connected, glasses sheet tabs sized like Steam's
* Track glasses mode, refresh-aware glasses window, align Play SteamVR with Play Steam
* Fix 3D on the glasses: full-res SteamVR presenter, revert VR 3D at session end, coalesce vsync ticks, no session restart after end
* Address review: glasses output after installs and session end, VR revert retry, display fallback, presenter swapchain retry, agent hex checks, drawer bumpers, glasses translations, docs
* Harden VITURE stereo negotiation and output refresh tracking
* Localize stereo recovery feedback and record Astra reconnect tests
* Improve test failure diagnostics and refresh Astra firmware findings
* Handle VITURE docks separately and reject truncated USB frames
* Glasses: remember a 3D fallback per model, docks as display only, VR timing fixes
- A 3D attempt that ends at the 640x480 fallback is remembered for that glasses
model, so Play SteamVR no longer blacks out the glasses after every restart;
Retry clears it and "3D for VR games" stays reachable
- A VITURE Mobile Dock on its own no longer counts as glasses; through a dock
Play SteamVR is hidden and the sheet shows the output and why there is no control
- HDR is probed on the glasses when the session starts there
- Glasses frames with a mismatched checksum are marked in the status frame log
- SteamVR layer and driver vblank counters stay monotonic across refresh changes;
one-eye render scale applies from activation and on mono/3D switches
- Compositor binds announce the refresh clients were last told; the presenter
retries a failed first swapchain
- Dead strings and helpers removed; docs updated
* Glasses: drop USB frames with a bad checksum
* Glasses: count frames dropped for a bad checksum
* Feat/viture xr (#907)
* Add RayNeo Air and GT support to the XR glasses pipeline
* Add RayNeo Air and GT support to the XR glasses pipeline
* Checkpoint glasses tracking, calibration, and SteamVR launch integration
* Checkpoint glasses tracking, calibration, and SteamVR launch integration
* Add XREAL 1S support and correct GT and Pro 2 tracking
* Add XREAL 1S support and correct GT and Pro 2 tracking
* Fix mirrored glasses tracking and recover SteamVR after device loss
* Fix mirrored glasses tracking and recover SteamVR after device loss
* Document confirmed XREAL 1S brightness control
* Document confirmed XREAL 1S brightness control
* Fix SteamVR glasses defaults and rendering controls
* Fix SteamVR glasses defaults and rendering controls
* chore: keep only the 3 newest session log folders (#852)
* chore: add agent comment rules (#748)
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
* Fix SteamVR polling, VITURE checksums, and fence tracking
Keep manual SteamVR launches polled, discard corrupt VITURE packets, and retire Vulkan fences out of order without blocking submissions at a fixed capacity. Preserve the contiguous completion watermark used by the presenter.
Fix optional Windows launcher configuration and audited helper staging. Add Android, Windows, and native tracker regression coverage.
* Fix SteamVR polling, VITURE checksums, and fence tracking
Keep manual SteamVR launches polled, discard corrupt VITURE packets, and retire Vulkan fences out of order without blocking submissions at a fixed capacity. Preserve the contiguous completion watermark used by the presenter.
Fix optional Windows launcher configuration and audited helper staging. Add Android, Windows, and native tracker regression coverage.
* fix: wireless ADB page names the child-process switch the way Android shows it (#848)
* l10n: refresh stale and untranslated strings in es, fr, ko, ru (#850)
* l10n: refresh stale and untranslated strings in es, fr, ko, ru
- mode_added_art_hint: now mentions Steam then SteamGridDB (all four locales).
- wincomp_needs_installer / wincomp_installers_note: es and ko still described
the old "coming soon" behaviour; align with the current English text.
- summary_remove_game: was still English in all four locales.
Machine-assisted translation; native-speaker review is welcome.
* l10n(es): say registro, not grabación, for the missing installer record
---------
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
* fix: a failed cloud save recovery no longer ends the app (#846)
The cloud-recovery thread started at every app start had nothing to
catch an error, so one went to CrashHandler, which halts the process
with status 2. In unit tests the thread can outlive the test that
started it, fail on the torn-down preferences, and take the whole test
run down. The error is now logged and the thread ends.
Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com>
* fix: an interrupted Linux runtime download resumes instead of starting again (#847)
* fix: an interrupted Linux runtime download resumes instead of starting again
installOnce() asked the downloader to resume but always deleted the archive in its finally block, so the next attempt began at zero. The archive is now named after the release version and checksum, a failed download keeps what it fetched, and archives of other releases (and the old fixed name) are removed. A checksum or extraction failure still deletes the file.
* test: Downloader resumes a cut-off download from the bytes it kept
Starts a socket server that promises the whole file, hangs up part way and then answers a Range request, and checks that the second downloadFile call resumes with the right offset and ends with identical bytes.
* fix: a resumed download discards a 206 that does not start where the kept bytes end
Downloader appended every 206 response to the partial file without
looking at Content-Range. A server or proxy that answers a Range request
with a different offset would leave a corrupt file. Check that the range
starts at the kept length; otherwise delete the partial file and start
again without a Range header.
Adds a test with a server that answers the Range request from offset 0.
---------
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
* l10n: German, French, Spanish, Italian, Portuguese and Russian for the zRAM, reset-settings and store free-space strings (#849)
* l10n: German, French, Spanish, Italian, Portuguese and Russian for the zRAM, reset-settings and store free-space strings
Adds the strings values-de, values-it and values-pt were missing (14 each) and the six that values-fr, values-es and values-ru were missing. Machine-assisted drafts that follow each file's existing register and terms; native review is welcome.
* l10n: correct missing active swap translations
---------
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
* fix: droiddeckctl reaches variant-package builds (recover #842) (#854)
fix: droiddeckctl reaches builds shipped under a variant package
The provider authority and the start Activity's component were fixed to
com.droiddeck.launcher, so droiddeckctl could not talk to the antutu,
ludashi or pubg builds from tools/release/variants.txt. DROIDDECK_PACKAGE
now picks the package; the Activity's class name stays the same in every
variant.
Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com>
* feat: droiddeckctl reports on-screen pacing (recover #843) (#855)
feat: droiddeckctl pacing reports the frames that reached the screen
Reads SurfaceFlinger's timestats for the game's layer (or the session's
SurfaceView) over a capture: frames on screen, fps on screen, the
present-to-present histogram and how many intervals were off the usual
cadence. Records split by a refresh-rate change are summed. A game's own fps
counter counts frames handed over, so it can't show dropped or doubled frames.
Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com>
* fix: Steam can restart more than twice in a session (#754)
* fix: Steam can restart more than twice in a session
Every exit 42 counted toward the cap that stops an update which will
not install, and the count was never cleared, so the third restart of
a session ended it however far apart they were. A client that ran for
a minute before asking is not that loop: the count starts again.
* fix: measure the client's run time as it exits
The time spent collecting logs and checking FEX after the client exits
counted toward its run, so a slow cleanup could make a quick exit 42
look like a long one and clear the count.
---------
Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
* fix: the front end keeps its page when the Fold is folded or unfolded (#832)
* fix: the front end keeps its page when the Fold is folded or unfolded
MainActivity, FileManagerActivity, FilePickerActivity and StoreLoginActivity did not declare the screen-size configuration changes, so folding or unfolding a foldable recreated them and dropped their in-memory state. They now handle orientation, screenSize, screenLayout, smallestScreenSize and density themselves, like SessionActivity already does. uiMode is left out on purpose.
* fix: store login keeps rebuilding its toolbar when the display density changes
StoreLoginActivity builds its toolbar in code with dp-to-pixel values taken at creation time and has no onConfigurationChanged. It no longer declares density in configChanges, so a density change recreates it as before this PR. Size and layout changes are still handled in place.
---------
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
* Release pointer buttons without replaying stale motion (#803)
* Fix cursor warping on native touch down
* Preserve input cleanup without replaying stale pointer motion
---------
Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com>
* l10n: translate the strings added since #284 into zh-CN, zh-HK, zh-TW and ja (#539)
* l10n: translate the 184 strings added since #284 (zh-CN/HK/TW, ja)
The stores, cloud saves, Windows components, Steam touch, desktop
removal and background-downloads strings landed after #284's
translation snapshot, so every one of them fell back to English.
Translate all 184 into Simplified Chinese, Traditional Chinese
(Taiwan and Hong Kong) and Japanese, keeping each locale file's own
vocabulary (工作階段/會話, 解除安裝/卸載, 元件/組件, 設定).
Also fix four Hong Kong strings that kept the simplified 着色器.
* l10n(zh): fix stale and ambiguous strings found in review
Severe: summary_remove_game was untranslated English in all three
files; mode_added_art_hint, wincomp_installers_note and
wincomp_needs_installer still described the pre-#480/#492 English.
Also: distinguish the Setup wizard from Android system settings in
zh-HK/zh-TW (初始設定 / 系統設定 / Android 設定), unify library as
收藏庫, component as 組件 in zh-HK, session as 會話 in zh-HK, account
as 帳戶 in zh-HK, Trending as 趋势/趨勢, Forget as 清除, reword the
re-applied-at-launch, action-failed and already-in-Games strings, and
play as 執行/開啟遊戲 in zh-TW/zh-HK.
* l10n(ja): fix stale and ambiguous strings found in review
---------
Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com>
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
* Rebuild and verify Windows VR runtime components
* Rebuild and verify Windows VR runtime components
* Add top, bottom, and centered picture positions for Steam sessions (#871)
* fix: dependency scan ignores folders above the game folder (#859)
* DroidDeck-Proton: get releases from the Droid-Deck org repo
DroidDeck-Proton is now built and released on Droid-Deck/DroidDeck-Proton
(11-9.1 is Latest there), so the Components page, the update check and the
guest installer read releases from the org repo instead of The412Banner's.
* feat: low-latency controller and touch toggles in the session drawer (#808)
* fix: SteamGridDB lookups no longer stick as "no match" after a failure; add a search to the art chooser (#876)
* feat: Steam home wall fills from the signed-in library instead of store picks (#878)
* test: cover GPU family and support classification (#880)
* Fix local builds on Linux failing after the first Comet build (#866)
* feat: sort the store library and installed tabs, and switch between card and list views (#798)
* feat: three-finger tap toggles Steam's on-screen keyboard in game mode (#782)
* fix: keep Quest-patched Turnip as the auto default (#853)
* Fix deploy_local.sh and droiddeckctl not finding a phone connected over wireless debugging (#864)
* fix: keep proot sessions alive when the kernel loses fork events (#457)
* fix(quest): correct desktop and Steam display corruption across sessions (#733)
fix(quest): stabilize desktop and Steam layer presentation
Keep Quest SDR scenes and the black backdrop off the Android Vulkan swapchain regardless of session order or HDR preferences. Only report the first frame after client content is submitted.
Add backdrop lifecycle and first-frame regression coverage. Record the user's successful Quest 3 Test 2 result.
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
* fix: keep SteamVR syscall hooks and report Steam crashes (#905)
* fix: preserve SteamVR syscall hooks
* fix: report Steam crashes through gamescope
* fix: honor glasses pacing and resolution in SteamVR launches
---------
Co-authored-by: connor g <connorsspam1992@gmail.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
Co-authored-by: Yassine Gherbi <y.gherbi.dev@gmail.com>
Co-authored-by: Resul Övür <92828257+ovurrsl@users.noreply.github.com>
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
Co-authored-by: Kirk <kirtoy.junsay@gmail.com>
Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com>
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com>
Co-authored-by: asdf17128 <asdf17128@gmail.com>
Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com>
Co-authored-by: Dantalian <wsu091227@qq.com>
Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com>
Co-authored-by: The412Banner <the412banner@users.noreply.github.com>
Co-authored-by: The412Banner <205237651+The412Banner@users.noreply.github.com>
Co-authored-by: FX1922 <120828496+FX192@users.noreply.github.com>
Co-authored-by: Muaz Kadan <32595066+muazkadan@users.noreply.github.com>
Co-authored-by: kingokksa <47888451+kingokksa@users.noreply.github.com>
Co-authored-by: Jamie Schenker <jam1esch3nk3r@gmail.com>
Co-authored-by: Jagger15 <jagger2333@live.com>
* Glasses: keep a pending 2D restore and the SteamVR recovery offer, show Play SteamVR only with a picture
* Translate the glasses calibration, XREAL and SteamVR recovery strings
* SteamVR recovery: give a finished teardown time to collect logs before restarting
* Credit the projects the XR glasses support builds on
* Joy-Cons: SteamVR hands from their gyro while SteamVR runs, one combined pad otherwise
* Add experimental Luma tracking and stabilize SteamVR launches
Add native Luma Ultra spatial tracking, optical controllers, and stereo
calibration with DroidDeck styling, imperial/metric measurements, and
pending recenter recovery. Include the pinned hand model and calibration board.
Keep live guest and SDK files outside Android's evictable cache. Filter the
Adreno 840 sysmem override in the shared SteamVR helper, serialize timeline
mirroring, retain invalid optical controllers without event floods, and
prevent an unprivileged scheduling fallback from lowering compositor RTTIME.
Validation: latest APK build and runtime freshness checks pass; 247 affected
glasses/calibration tests pass. Native VR, helper, and packaging regressions
pass. Two earlier phone library launches sustained 60 fps for 308 and 188
seconds without recovery or restart. The newer calibration APK is installed
and checksum-verified; calibrated-hand and sustained gameplay acceptance
remain pending. One existing Android test requires Windows symlink privileges.
* Headsets: settings badge on Play SteamVR instead of a top-right button, both shown only once connected
* Hand tracking: camera-tracked Joy-Cons and bare hands in SteamVR, drawn as white gloves
- Joy-Con movement from the accelerometer (report reordering, per-Joy-Con calibration, zero-velocity updates)
- MediaPipe pose and hand landmarks from the device camera, placement check, per-hand Kalman filter with the Joy-Con
- No controller connected: bare camera hands with Quest-style gestures, 1€ filtered, rendered as a white glove model built from a distance field
- SteamVR safe mode cleared before each start so one crash no longer blocks the driver
* Improve Luma Ultra tracking and isolate device-specific controls
Refine stereo hand and Joy-Con tracking, gesture release, calibration,
recovery UI, diagnostics, display modes, and compositor handling.
Keep Ultra controls and input routing behind a live SDK-confirmed Carina
connection; clear retained spatial mode when other glasses connect.
Add optional UVC transport with pinned dependencies and packaged notices.
Validation: 456 Android tests, ARM64 VR build and native regressions,
47 tooling tests, SDK/UVC-enabled and disabled builds, and 150 packaged
runtime checksums. Two shader compilation tests skipped because the
compiler is unavailable. Hardware interaction gates remain experimental.
* Delay Luma Ultra 6DoF until SteamVR settles
Suspend spatial SDK startup while SteamVR launches, then restore it two seconds
after RUNNING is confirmed. Preserve saved tracking preferences and automatically
recenter same-device restoration, including cancellation and early stop.
Discard superseded launch requests and status replies after session teardown.
Validation: 128 focused JVM tests passed on the isolated commit snapshot; 129
passed with the current local hand-tracking work. Debug build and runtime checks
passed, and the reviewed APK was installed and hash-verified on the phone.
* Clarify glasses and phone camera tracking options
Separate Luma Ultra camera controls from phone-camera tracking so the two
hand-tracking switches have clear sources. Label bare-hand controllers and
Joy-Con position tracking explicitly, explain physical Joy-Con inputs and
camera priority, and update the camera prompt and calibration guidance.
Use fresh phone section and toggle labels so existing translations do not
hide the distinction. Preserve tracking behavior and saved preferences.
Validation: 39 existing UI tests, debug build, and packaged runtime verification
passed. Reviewed changes and installed the APK on the connected phone.
* Fix tracking handoff and shared runtime regressions
Release spatial ownership and controller overrides when output returns to the phone. Preserve USB-loss recovery, keep Vulkan submissions asynchronous, clean persistent guest scratch on runtime removal, and clarify the 6DoF head-tracking control.
* Apply smart-glasses virtual screens across DroidDeck menus
* Finalize Luma hand baseline and document smart-glasses support
Keep raw grayscale-to-RGB Full hand inference, wrist-only Joy-Con reconstruction, bounded visual holds, and the dead-zone rollback. Retain opt-in steady aim, recenter controls, reproducible Lite models, and the JPEG-padding fix.
Remove unsuccessful benchmark-only and USB transport experiments. Document the cross-brand 3DoF matrix, Luma Ultra 6DoF, SDK requirements, and app-wide screen behavior.
* Fix executable permission for SteamVR launcher
* Address hand tracking and VR review findings
* Bound stereo recovery test image comparison memory
* Localize smart-glasses setup and tracking diagnostics
Move calibration controls, status messages, validation errors, distance labels,
and printed-board instructions into Android string resources. Add and update
machine-assisted translations in all 32 supported non-English locale catalogs,
with corrections for recentering, hand tracking, product names, and measurements.
Keep print instructions within the page using text layout that supports wrapping
and right-to-left text. Correct the Lite model toggle description to reflect its
Lite palm detector and Lite landmark model.
Add locale coverage, format-argument, line-break, and measurement checks, plus
French and Arabic calibration UI tests. Preserve tracking calculations and the
shared runtime storage behavior.
Validation: Android resource and Kotlin compilation; 3 localization checks;
68 focused tests; 1,597 JVM tests at a 512 MB heap; French and Arabic UI renders.
* Correct smart-glasses translations from PR review
Fix the 42 localization findings covering hand and head terminology, disabled states, calibration dimensions, camera visibility, capture rejection, and menu references. Correct the repeated capture-error ambiguity in related locales and clarify its English source. Keep Romanian setup instructions consistent with the existing informal voice.
Extend localization measurement validation to distance hints and retry guidance. Verify the recovery screen's palette-dependent text color with one row-sized pixel buffer and guaranteed bitmap cleanup.
Validation: Android resource and Kotlin compilation; 3 localization checks across all supported locales; 68 focused JVM tests at a 512 MB heap.
* Work around SteamVR device loss with Adreno 840 Turnip v0.2.0
* Withdraw ineffective SteamVR flushall workaround
---------
Co-authored-by: maxjivi05 <maxjividen@gmail.com>
Co-authored-by: MaxsTechReview <6025299+maxjivi05@users.noreply.github.com>
Co-authored-by: connor g <connorsspam1992@gmail.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
Co-authored-by: Yassine Gherbi <y.gherbi.dev@gmail.com>
Co-authored-by: Resul Övür <92828257+ovurrsl@users.noreply.github.com>
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
Co-authored-by: Kirk <kirtoy.junsay@gmail.com>
Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com>
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com>
Co-authored-by: asdf17128 <asdf17128@gmail.com>
Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com>
Co-authored-by: Dantalian <wsu091227@qq.com>
Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com>
Co-authored-by: The412Banner <the412banner@users.noreply.github.com>
Co-authored-by: The412Banner <205237651+The412Banner@users.noreply.github.com>
Co-authored-by: FX1922 <120828496+FX192@users.noreply.github.com>
Co-authored-by: Muaz Kadan <32595066+muazkadan@users.noreply.github.com>
Co-authored-by: kingokksa <47888451+kingokksa@users.noreply.github.com>
Co-authored-by: Jamie Schenker <jam1esch3nk3r@gmail.com>
Co-authored-by: Jagger15 <jagger2333@live.com>
FEX builds can reach devices without an app release: while the x86-64
client is selected the app reads DroidDeck-Components' fex.json (directly,
on its own thread, not in Offline Mode) and a session passes that build to
droiddeck-steam-x64, which installs it only once its sha256 matches and its
programs load, keeping the replaced files aside until the installed copy
loads too; it keeps a working installed build otherwise and falls back to
the build it pins. FEX is built and published by Components' build-fex.yml
on its single fex release; this repository's build-fex.yml only checks the
build. x86-64 session logs name the FEX build and its source, the rootfs and
the client's builds, report the rootfs download in tenths, and say in one
line when the web helper's GPU process keeps exiting, with x86 glxinfo and
vulkaninfo through FEX. Settings shows the FEX build installed.
An opt-in second Steam client (Steam settings, Steam client: x86-64): Valve's
x86-64 Linux client, unchanged, runs under FEX in its own home with its own
game library and the same sign-in. Linux builds run directly, so titles such
as Team Fortress 2 and Half-Life use their Linux versions; Windows games use
DroidDeck-Proton as on arm64. The arm64 client stays the default.
- droiddeck-steam-x64: FEX and the x86-64 rootfs from DroidDeck-Components
(sha256-pinned), client install and sync from Valve's CDN, sign-in shared
with the arm64 client, its web helper on the GPU (ANGLE GL over FEX's GL
thunk, zink, Turnip), Proton wrappers for the arm64 client's tools,
DroidDeck direct for Linux builds, SD-card library (x86-64/ beside the
arm64 one), repair.
- FEX 2610 built by build-fex.yml with thunks and three patches: an openat2
fallback without openat2 (proot), newer-clang thunkgen, MAP_32BIT
exhaustion returning ENOMEM. libblsession resolves RESOLVE_IN_ROOT paths
inside the root.
- Session: x86-64 gating, shortcuts and compatibility tools per client,
logs from the client that ran.
- App: client setting with the FEX version, an x86-64 chip on the Games
header, the active client's library, art, storage, downloads, repair,
Offline Mode, Decky, desktop mode, optional VAC diagnostics; per-client
state for art, the content log, repair and leftovers.
- Strings in every locale.
- Review fixes: the library cache is saved only by the newest scan; an
abandoned session's Steam logs come from the client it recorded; distinct
VAC console names; FEXInterpreter in CPU pinning; clearer VAC hint in
pl, ru, uk, cs and bg.
* feat: Epic Games Launcher for Linux
Install Epic's official Linux launcher (EGLv2) from Epic's CDN with Valve's
Steam Runtime 4 and run it under FEX, signed in with the linked Epic account.
Epic games launch through a hidden launcher instance so they get the
launcher's own arguments, with the exchange-code launch as the fallback, and
DroidDeck installs show up in the launcher as installed.
In the launcher, touch scrolls like a phone app and the gamepad drives the UI:
D-pad and left stick move the selection, A opens, B goes back, the right stick
and triggers scroll proportionally, X opens the options menu, Y the keyboard
and LB/RB switch tabs.
* feat: Epic Games Launcher for Linux
Install Epic's official Linux launcher (EGLv2) from Epic's CDN with Valve's
Steam Runtime 4 and run it under FEX, signed in with the linked Epic account.
Epic games launch through a hidden launcher instance so they get the
launcher's own arguments, with the exchange-code launch as the fallback, and
DroidDeck installs show up in the launcher as installed.
In the launcher, touch scrolls like a phone app and the gamepad drives the UI:
D-pad and left stick move the selection, A opens, B goes back, the right stick
and triggers scroll proportionally, X opens the options menu, Y the keyboard
and LB/RB switch tabs.
* Route Epic games through Steam, import launcher installs, offer the second library
- Every Epic launch goes Steam -> Epic Games Launcher -> game; Play inside the open launcher hands the game to Steam
- Games installed from inside the launcher get a Games-tab entry and launch through Steam; the launcher installs to the last Stores target
- Stores install picker offers the Steam second library, with side-by-side choices
- uruntime xattr-only failures no longer fail the launcher unpack (app-extract)
* Hand launcher Play and Steam links to Steam, wait for FEX on first run
Play on a game the launcher just installed is matched to its install
record and handed to Steam. Steam games listed in the launcher open
steam://rungameid links, which now start the game in a Steam session.
Opening the launcher before Steam has downloaded FEX asks Steam for it
and starts Steam instead of failing with no-fex.
* Address review: FEX check, play-in-Steam action, touch route thread, scroll scale
fexReady needs a FEX binary in Steam's FEX tool, not just its folder.
The play-in-Steam action stays until the link is handled, so Run Steam
at startup can't start a session first. The pad touch route reads the
mouse mode without side effects off the main thread and posts the pad
update there. Vertical scroll uses the output height. A status-2 unpack
counts only when AppRun is there. The xdg-open command is tested
end to end for Steam links.
* Open the launcher through Steam, recover dropped shortcuts, sign out of both
The Epic Games Launcher now runs as its own Steam shortcut, so opening
it starts Steam, which opens the launcher, and Play inside it goes to
the running Steam.
Steam dropped a running shortcut from its library when the game exited
after a sleep/wake replay or a server re-logon, and launching it then
waited forever at ShowInterstitials. login1 only replays sleep/wake
when Steam is asleep. The session restarts Steam when a requested
shortcut is missing, and when a game exits with its shortcut gone and
nothing else runs.
Resuming after a long pause no longer reports failure while traced
processes are still waking, so "Steam is paused" goes away on the first
tap.
Signing out of the launcher signs DroidDeck's Epic store out, and
signing out in DroidDeck restarts the launcher signed out and clears
the Epic web cookies.
* Address review: one session-switch poll, Epic setup can't block a session
A new switch confirmation replaces the pending poll instead of adding a
second one that could start the session again. Epic library sync and
install-folder setup at session start are each guarded, so a bad
preference no longer stops the guest from launching.
* Uninstall the Epic Games Launcher from the Games tab
An Uninstall button next to Launch asks first, closes a running
session, and removes the launcher and its runtime. The launcher's
sign-in and install records stay, so its games keep their Games-tab
entries and a reinstall comes back signed in. Its Steam shortcut goes
away on the next Steam start.
* Address review: uninstall only after the session has ended
The launcher's files are removed only once the session is not running
and its phase has ended; a shutdown still in progress after the wait
reports failure instead. The confirmation reads the session state from
the front-end state.
* Find FEX that Steam installed on the second library
Steam's tools on a second library live in DroidDeck's private copy,
which the session binds over the library. The launcher's FEX check
only looked on the shared storage, so with FEX there it always asked
Steam for FEX and only Steam opened. It now checks the private copy
too.
* Start games without Steam, per-game Settings menu with Wine sync
"Start without Steam" now really leaves the Steam client out: the game
runs in its own Proton/FEX through droiddeck-proton-run in a run
session, and the Epic Games Launcher opens on its own with its games
playing in it. Run sessions for these games are not pinned to the big
cores and get DirectAudio and the added-games list like Steam.
The Games tab card is now "Settings", titled "<game> Settings": Start
without Steam, FEX preset, Wine sync (ntsync, fsync, esync, wineserver
or the app default) and Default, which puts everything changed for the
game back to the app's settings. The app-wide Wine sync choice is shown
in the Steam settings Session tab.
* Address review: uninstall guard, routed games, shortcut matching
Opening or reinstalling the Epic Games Launcher waits while it is being
uninstalled. Added games that are Steam installs keep their Start
without Steam setting under their Steam app id and start as that Steam
game. Live shortcut lookups wait for Steam's library to load and match
a same-name shortcut by its executable, so no duplicate is added. The
session treats the open launcher as itself even when it could not tell
its Steam app id.
* Address review: drop a queued launcher switch when it is uninstalled
A confirmed switch to the Epic Games Launcher that is still waiting for
the old session to end is cancelled when the launcher is uninstalled,
and never starts while the uninstall runs. The launcher id test sets
its environment for its own runs only.
* Add VITURE glasses support: hardware control, 3D, head tracking
Glasses get their own controller over the MCU (permission, 120 Hz default, brightness, volume, sunblock, 2D/3D) and the game moves onto them when plugged in. The IMU drives Cardboard head tracking and the SteamVR driver. 3D falls back to one eye's view on phones that can't send the 3840x1080 signal. Options open from a glasses button in game and on the Steam page.
* Drop the glasses settings like Steam's: Play-style button, Settings lip, tabs
* Hang the glasses Settings lip over the top of the button
* Space glasses MCU commands so the IMU rate sticks, fit fixed resolutions to the glasses
* Keep Steam alive with SteamVR registered, run SteamVR at the glasses' rate, keep the glasses lip on top
* Fit VR games on the glasses: full view, seated origin at the head, pad hands reach with the d-pad
* Let the pad hands reach a metre out so buttons with deep colliders press
* Show every VR frame in order at 120 fps: wait for SteamVR's GPU work, present only finished copies, skip the grace on idle shared counters
* Glasses: SteamVR starts and stops with them, closer view with a field of view setting, Recenter on the pad
* Glasses: SteamVR field of view defaults to 90°
* VR pad hands: sticks move and aim the hands, left stick click switches the sticks to the game, d-pad pulls a held hand
* Glasses: Play SteamVR beside the glasses button instead of starting SteamVR with them, pad hands drawn as Index controllers and off while other VR controllers are connected, glasses sheet tabs sized like Steam's
* Track glasses mode, refresh-aware glasses window, align Play SteamVR with Play Steam
* Fix 3D on the glasses: full-res SteamVR presenter, revert VR 3D at session end, coalesce vsync ticks, no session restart after end
* Address review: glasses output after installs and session end, VR revert retry, display fallback, presenter swapchain retry, agent hex checks, drawer bumpers, glasses translations, docs
* Harden VITURE stereo negotiation and output refresh tracking
* Localize stereo recovery feedback and record Astra reconnect tests
* Improve test failure diagnostics and refresh Astra firmware findings
* Handle VITURE docks separately and reject truncated USB frames
* Glasses: remember a 3D fallback per model, docks as display only, VR timing fixes
- A 3D attempt that ends at the 640x480 fallback is remembered for that glasses
model, so Play SteamVR no longer blacks out the glasses after every restart;
Retry clears it and "3D for VR games" stays reachable
- A VITURE Mobile Dock on its own no longer counts as glasses; through a dock
Play SteamVR is hidden and the sheet shows the output and why there is no control
- HDR is probed on the glasses when the session starts there
- Glasses frames with a mismatched checksum are marked in the status frame log
- SteamVR layer and driver vblank counters stay monotonic across refresh changes;
one-eye render scale applies from activation and on mono/3D switches
- Compositor binds announce the refresh clients were last told; the presenter
retries a failed first swapchain
- Dead strings and helpers removed; docs updated
* Glasses: drop USB frames with a bad checksum
* Glasses: count frames dropped for a bad checksum
* Feat/viture xr (#907)
* Add RayNeo Air and GT support to the XR glasses pipeline
* Add RayNeo Air and GT support to the XR glasses pipeline
* Checkpoint glasses tracking, calibration, and SteamVR launch integration
* Checkpoint glasses tracking, calibration, and SteamVR launch integration
* Add XREAL 1S support and correct GT and Pro 2 tracking
* Add XREAL 1S support and correct GT and Pro 2 tracking
* Fix mirrored glasses tracking and recover SteamVR after device loss
* Fix mirrored glasses tracking and recover SteamVR after device loss
* Document confirmed XREAL 1S brightness control
* Document confirmed XREAL 1S brightness control
* Fix SteamVR glasses defaults and rendering controls
* Fix SteamVR glasses defaults and rendering controls
* chore: keep only the 3 newest session log folders (#852)
* chore: add agent comment rules (#748)
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
* Fix SteamVR polling, VITURE checksums, and fence tracking
Keep manual SteamVR launches polled, discard corrupt VITURE packets, and retire Vulkan fences out of order without blocking submissions at a fixed capacity. Preserve the contiguous completion watermark used by the presenter.
Fix optional Windows launcher configuration and audited helper staging. Add Android, Windows, and native tracker regression coverage.
* Fix SteamVR polling, VITURE checksums, and fence tracking
Keep manual SteamVR launches polled, discard corrupt VITURE packets, and retire Vulkan fences out of order without blocking submissions at a fixed capacity. Preserve the contiguous completion watermark used by the presenter.
Fix optional Windows launcher configuration and audited helper staging. Add Android, Windows, and native tracker regression coverage.
* fix: wireless ADB page names the child-process switch the way Android shows it (#848)
* l10n: refresh stale and untranslated strings in es, fr, ko, ru (#850)
* l10n: refresh stale and untranslated strings in es, fr, ko, ru
- mode_added_art_hint: now mentions Steam then SteamGridDB (all four locales).
- wincomp_needs_installer / wincomp_installers_note: es and ko still described
the old "coming soon" behaviour; align with the current English text.
- summary_remove_game: was still English in all four locales.
Machine-assisted translation; native-speaker review is welcome.
* l10n(es): say registro, not grabación, for the missing installer record
---------
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
* fix: a failed cloud save recovery no longer ends the app (#846)
The cloud-recovery thread started at every app start had nothing to
catch an error, so one went to CrashHandler, which halts the process
with status 2. In unit tests the thread can outlive the test that
started it, fail on the torn-down preferences, and take the whole test
run down. The error is now logged and the thread ends.
Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com>
* fix: an interrupted Linux runtime download resumes instead of starting again (#847)
* fix: an interrupted Linux runtime download resumes instead of starting again
installOnce() asked the downloader to resume but always deleted the archive in its finally block, so the next attempt began at zero. The archive is now named after the release version and checksum, a failed download keeps what it fetched, and archives of other releases (and the old fixed name) are removed. A checksum or extraction failure still deletes the file.
* test: Downloader resumes a cut-off download from the bytes it kept
Starts a socket server that promises the whole file, hangs up part way and then answers a Range request, and checks that the second downloadFile call resumes with the right offset and ends with identical bytes.
* fix: a resumed download discards a 206 that does not start where the kept bytes end
Downloader appended every 206 response to the partial file without
looking at Content-Range. A server or proxy that answers a Range request
with a different offset would leave a corrupt file. Check that the range
starts at the kept length; otherwise delete the partial file and start
again without a Range header.
Adds a test with a server that answers the Range request from offset 0.
---------
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
* l10n: German, French, Spanish, Italian, Portuguese and Russian for the zRAM, reset-settings and store free-space strings (#849)
* l10n: German, French, Spanish, Italian, Portuguese and Russian for the zRAM, reset-settings and store free-space strings
Adds the strings values-de, values-it and values-pt were missing (14 each) and the six that values-fr, values-es and values-ru were missing. Machine-assisted drafts that follow each file's existing register and terms; native review is welcome.
* l10n: correct missing active swap translations
---------
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
* fix: droiddeckctl reaches variant-package builds (recover #842) (#854)
fix: droiddeckctl reaches builds shipped under a variant package
The provider authority and the start Activity's component were fixed to
com.droiddeck.launcher, so droiddeckctl could not talk to the antutu,
ludashi or pubg builds from tools/release/variants.txt. DROIDDECK_PACKAGE
now picks the package; the Activity's class name stays the same in every
variant.
Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com>
* feat: droiddeckctl reports on-screen pacing (recover #843) (#855)
feat: droiddeckctl pacing reports the frames that reached the screen
Reads SurfaceFlinger's timestats for the game's layer (or the session's
SurfaceView) over a capture: frames on screen, fps on screen, the
present-to-present histogram and how many intervals were off the usual
cadence. Records split by a refresh-rate change are summed. A game's own fps
counter counts frames handed over, so it can't show dropped or doubled frames.
Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com>
* fix: Steam can restart more than twice in a session (#754)
* fix: Steam can restart more than twice in a session
Every exit 42 counted toward the cap that stops an update which will
not install, and the count was never cleared, so the third restart of
a session ended it however far apart they were. A client that ran for
a minute before asking is not that loop: the count starts again.
* fix: measure the client's run time as it exits
The time spent collecting logs and checking FEX after the client exits
counted toward its run, so a slow cleanup could make a quick exit 42
look like a long one and clear the count.
---------
Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
* fix: the front end keeps its page when the Fold is folded or unfolded (#832)
* fix: the front end keeps its page when the Fold is folded or unfolded
MainActivity, FileManagerActivity, FilePickerActivity and StoreLoginActivity did not declare the screen-size configuration changes, so folding or unfolding a foldable recreated them and dropped their in-memory state. They now handle orientation, screenSize, screenLayout, smallestScreenSize and density themselves, like SessionActivity already does. uiMode is left out on purpose.
* fix: store login keeps rebuilding its toolbar when the display density changes
StoreLoginActivity builds its toolbar in code with dp-to-pixel values taken at creation time and has no onConfigurationChanged. It no longer declares density in configChanges, so a density change recreates it as before this PR. Size and layout changes are still handled in place.
---------
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
* Release pointer buttons without replaying stale motion (#803)
* Fix cursor warping on native touch down
* Preserve input cleanup without replaying stale pointer motion
---------
Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com>
* l10n: translate the strings added since #284 into zh-CN, zh-HK, zh-TW and ja (#539)
* l10n: translate the 184 strings added since #284 (zh-CN/HK/TW, ja)
The stores, cloud saves, Windows components, Steam touch, desktop
removal and background-downloads strings landed after #284's
translation snapshot, so every one of them fell back to English.
Translate all 184 into Simplified Chinese, Traditional Chinese
(Taiwan and Hong Kong) and Japanese, keeping each locale file's own
vocabulary (工作階段/會話, 解除安裝/卸載, 元件/組件, 設定).
Also fix four Hong Kong strings that kept the simplified 着色器.
* l10n(zh): fix stale and ambiguous strings found in review
Severe: summary_remove_game was untranslated English in all three
files; mode_added_art_hint, wincomp_installers_note and
wincomp_needs_installer still described the pre-#480/#492 English.
Also: distinguish the Setup wizard from Android system settings in
zh-HK/zh-TW (初始設定 / 系統設定 / Android 設定), unify library as
收藏庫, component as 組件 in zh-HK, session as 會話 in zh-HK, account
as 帳戶 in zh-HK, Trending as 趋势/趨勢, Forget as 清除, reword the
re-applied-at-launch, action-failed and already-in-Games strings, and
play as 執行/開啟遊戲 in zh-TW/zh-HK.
* l10n(ja): fix stale and ambiguous strings found in review
---------
Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com>
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
* Rebuild and verify Windows VR runtime components
* Rebuild and verify Windows VR runtime components
* Add top, bottom, and centered picture positions for Steam sessions (#871)
* fix: dependency scan ignores folders above the game folder (#859)
* DroidDeck-Proton: get releases from the Droid-Deck org repo
DroidDeck-Proton is now built and released on Droid-Deck/DroidDeck-Proton
(11-9.1 is Latest there), so the Components page, the update check and the
guest installer read releases from the org repo instead of The412Banner's.
* feat: low-latency controller and touch toggles in the session drawer (#808)
* fix: SteamGridDB lookups no longer stick as "no match" after a failure; add a search to the art chooser (#876)
* feat: Steam home wall fills from the signed-in library instead of store picks (#878)
* test: cover GPU family and support classification (#880)
* Fix local builds on Linux failing after the first Comet build (#866)
* feat: sort the store library and installed tabs, and switch between card and list views (#798)
* feat: three-finger tap toggles Steam's on-screen keyboard in game mode (#782)
* fix: keep Quest-patched Turnip as the auto default (#853)
* Fix deploy_local.sh and droiddeckctl not finding a phone connected over wireless debugging (#864)
* fix: keep proot sessions alive when the kernel loses fork events (#457)
* fix(quest): correct desktop and Steam display corruption across sessions (#733)
fix(quest): stabilize desktop and Steam layer presentation
Keep Quest SDR scenes and the black backdrop off the Android Vulkan swapchain regardless of session order or HDR preferences. Only report the first frame after client content is submitted.
Add backdrop lifecycle and first-frame regression coverage. Record the user's successful Quest 3 Test 2 result.
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
* fix: keep SteamVR syscall hooks and report Steam crashes (#905)
* fix: preserve SteamVR syscall hooks
* fix: report Steam crashes through gamescope
* fix: honor glasses pacing and resolution in SteamVR launches
---------
Co-authored-by: connor g <connorsspam1992@gmail.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
Co-authored-by: Yassine Gherbi <y.gherbi.dev@gmail.com>
Co-authored-by: Resul Övür <92828257+ovurrsl@users.noreply.github.com>
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
Co-authored-by: Kirk <kirtoy.junsay@gmail.com>
Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com>
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com>
Co-authored-by: asdf17128 <asdf17128@gmail.com>
Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com>
Co-authored-by: Dantalian <wsu091227@qq.com>
Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com>
Co-authored-by: The412Banner <the412banner@users.noreply.github.com>
Co-authored-by: The412Banner <205237651+The412Banner@users.noreply.github.com>
Co-authored-by: FX1922 <120828496+FX192@users.noreply.github.com>
Co-authored-by: Muaz Kadan <32595066+muazkadan@users.noreply.github.com>
Co-authored-by: kingokksa <47888451+kingokksa@users.noreply.github.com>
Co-authored-by: Jamie Schenker <jam1esch3nk3r@gmail.com>
Co-authored-by: Jagger15 <jagger2333@live.com>
* Glasses: keep a pending 2D restore and the SteamVR recovery offer, show Play SteamVR only with a picture
* Translate the glasses calibration, XREAL and SteamVR recovery strings
* SteamVR recovery: give a finished teardown time to collect logs before restarting
* Credit the projects the XR glasses support builds on
* Joy-Cons: SteamVR hands from their gyro while SteamVR runs, one combined pad otherwise
* Headsets: settings badge on Play SteamVR instead of a top-right button, both shown only once connected
* Hand tracking: camera-tracked Joy-Cons and bare hands in SteamVR, drawn as white gloves
- Joy-Con movement from the accelerometer (report reordering, per-Joy-Con calibration, zero-velocity updates)
- MediaPipe pose and hand landmarks from the device camera, placement check, per-hand Kalman filter with the Joy-Con
- No controller connected: bare camera hands with Quest-style gestures, 1€ filtered, rendered as a white glove model built from a distance field
- SteamVR safe mode cleared before each start so one crash no longer blocks the driver
---------
Co-authored-by: MaxsTechReview <6025299+maxjivi05@users.noreply.github.com>
Co-authored-by: informalTechCode <informaltechyt@gmail.com>
Co-authored-by: connor g <connorsspam1992@gmail.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
Co-authored-by: Yassine Gherbi <y.gherbi.dev@gmail.com>
Co-authored-by: Resul Övür <92828257+ovurrsl@users.noreply.github.com>
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
Co-authored-by: Kirk <kirtoy.junsay@gmail.com>
Co-authored-by: Kirk <12691869+KirkPatrickJunsay@users.noreply.github.com>
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
Co-authored-by: angelrenefm <17342133+angelrenefm@users.noreply.github.com>
Co-authored-by: asdf17128 <asdf17128@gmail.com>
Co-authored-by: siyuan.qsy <siyuan.qsy@alibaba-inc.com>
Co-authored-by: Dantalian <wsu091227@qq.com>
Co-authored-by: Dantalian <Dantalian-dev@users.noreply.github.com>
Co-authored-by: The412Banner <the412banner@users.noreply.github.com>
Co-authored-by: The412Banner <205237651+The412Banner@users.noreply.github.com>
Co-authored-by: FX1922 <120828496+FX192@users.noreply.github.com>
Co-authored-by: Muaz Kadan <32595066+muazkadan@users.noreply.github.com>
Co-authored-by: kingokksa <47888451+kingokksa@users.noreply.github.com>
Co-authored-by: Jamie Schenker <jam1esch3nk3r@gmail.com>
Co-authored-by: Jagger15 <jagger2333@live.com>
The value goes to the device shell inside `am start -n` and `content call --uri`.
Anything but a dotted Android package name is refused before adb runs.
* fix: droiddeckctl pacing judges cadence per refresh-rate record and always turns timestats off
Follow-up to the CodeRabbit reviews of #843/#855:
- off-cadence is counted per layer record against that record's own cadence,
allowing the neighbouring millisecond bucket (16.7 ms lands in 16 or 17);
- refreshRates comes from the chosen layer records only;
- records with no counted frames are skipped, so an empty game layer no longer
hides the session's SurfaceView, and a capture with no frames exits NO_FRAMES;
- adb failures while enabling or dumping map to PACING_FAILED, and timestats
is disabled in every case.
* fix: droiddeckctl pacing reports when timestats could not be turned off
fix: keep waiting for a shortcut's Steam overview instead of dropping its launch
The cold-launch gate waited once for 45 s and, on a timeout, held the
launch URL for good. A library that loads slower than that (or a client
still at the sign-in screen) left the requested game never started, with
nothing on screen. Retry the wait up to 40 times, 45 s each, and launch
as soon as the overview exists. The no-overview case still does not
forward the CGameID.
Co-authored-by: ovurrsl <ovurrsl@users.noreply.github.com>
fix(quest): stabilize desktop and Steam layer presentation
Keep Quest SDR scenes and the black backdrop off the Android Vulkan swapchain regardless of session order or HDR preferences. Only report the first frame after client content is submitted.
Add backdrop lifecycle and first-frame regression coverage. Record the user's successful Quest 3 Test 2 result.
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
DroidDeck-Proton is now built and released on Droid-Deck/DroidDeck-Proton
(11-9.1 is Latest there), so the Components page, the update check and the
guest installer read releases from the org repo instead of The412Banner's.