Installed itch games are compared with the uploads itch lists for them. A game with a newer upload shows an Update label in the Library and an Update button on its page, a replaced build asks first, and a Check for updates button in the itch Library header runs the check on demand.
* Add itch.io collections to the Library
A Collections button on the Library's itch tab filters the library to one collection of the signed-in account. Its games that are not installed show in the Not installed section.
* Keep itch collections complete across failures, sign-out and empty libraries
A failed later page no longer publishes a partial collection, selecting a collection refreshes it, pagination runs until an empty page, signing out clears collection state, and the itch chip shows for a signed-in account with no owned games.
* Tie itch collection requests to the account that started them
Requests capture the account generation before reading the key and dedupe per generation, sign-out clears collections after the token is removed, and the collections load follows the itch sign-in state.
* Keep paging itch collections past a page of already seen games
* Run the itch collections tests under Robolectric like the other itch tests
* Let the Installed filter apply inside a collection and keep the grid for an empty itch account
* fix(itch): stop paging a collection when a page adds no new games
* Keep the collections icon on the itch collections tab when it opens
---------
Co-authored-by: maxjivi05 <maxjividen@gmail.com>
The pin moved there from droiddeck-steam-x64, so the client settings sheet
and its test read it from the new script. The x86-64 client notes now name
the updater and Components' FEX watcher.
The flow solver starts at flowFinest_, but its images, uniform buffers and descriptor sets were allocated for every pyramid level. Keep the seven-level indices and allocate flow resources only where the solver reads and writes them.
The default preset avoids three unused RGBA16F images, saving 38,707,200 bytes of pixel payload at 2560x1440 without changing the shaders or recorded GPU work. Add native allocation/dispatch regressions and document the resource budgets.
* feat: choose default storage for new store installs
Store installs and the Epic Games Launcher can use internal storage, external storage, a folder picked through Choose folder..., or ask every time. The choice is stored in SessionPrefs and used by StoreInstallRoot; Storage > Default storage exposes it.
* fix: allow choosing any folder for default storage
The default storage choice can now hold an arbitrary folder path, not just internal or app-specific external storage. StoreInstallRoot resolves and validates picked folders, keeps a disconnected choice instead of silently falling back, and the folder picker stays available from Storage.
* fix: keep the Epic install folder when external storage is away
* test: use a unique missing folder for the Epic storage check
* fix: detect USB SSDs that the storage manager hides
List storage volumes that have no UUID instead of dropping them, keep volumes that are present but not yet mounted, and fall back to parsing /proc/mounts so USB OTG drives appear even when Android does not expose them as storage volumes or app directories. Prefer the system's volume description for removable drives. (Raw removable drives as move targets, the folder-picker fallback, and the unreadable-drive guidance follow with the move stack.)
* fix: compare mount paths as strings in StorageRootsTest
* fix: never drop a present storage volume from the drive list
Key volumes by description or index when they report no UUID and no directory, keep nofs/unmountable states so a plugged-in drive stays visible with guidance, only attach app directories on strict UUID matches, and accept any fstype under vold-managed locations plus usb-ish mounts directly under /mnt.
* fix: probe folder writes with a fresh temp file and keep Epic's folder unset while external storage is away
---------
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
* fix: find GOG Galaxy SDK cloud saves when remote-config lists no locations
cloudStorage.enabled with an empty locations list is Galaxy SDK IStorage
under __default. DroidDeck treated that as no cloud.
Use the SDK folder, strip/prefix the __default namespace, and inflate gzip
bodies GOG stores on download. An empty cached template is fetched again
so devices that already recorded "no cloud" recover.
* fix: keep an empty GOG namespace, expire cached none, close gzip
An explicit empty cloud_namespace is Auto Cloud and must not become
__default just because the path template looks like Galaxy storage.
A cached none is retried after a day so a later enablement is picked up.
GZIPInputStream is closed after a compressed download.
* fix: peel GOG cloud gzip only when the service or PUT compressor says so
GET asks for identity encoding so the body is what GOG stored. A
Content-Encoding of gzip is inflated once. Otherwise a gzip body is
inflated only when it round-trips as GOG's PUT gzip (deflate 6, mtime 0),
so a gzip-format save is not rewritten.
* Reject corrupt GOG cloud downloads
---------
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
GOG lists every cloud object as <location name>/<path>. The location name
is not part of the local folder, so Silksong's saves/user1.dat belongs at
default/user1.dat, not default/saves/user1.dat. Strip the segment for local
paths and add it back for HEAD/GET/PUT, cache the location name, and migrate
files written by the old layout without touching files the game wrote.
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
Co-authored-by: Kurt Himebauch <136133082+xXJSONDeruloXx@users.noreply.github.com>
* itch.io: temporary Test itch.io button that logs what the API answers (not for merge)
* itch.io: show Test itch.io only while Debugging tools is on
* itch.io: version picker and installing free games
* itch.io: build the platform names outside joinToString so the composable call compiles
* itch.io: ask for the version before resuming an unfinished install
* itch.io: keep the chosen upload, save free games in the queue, don't auto-install a closed picker
* itch.io: install straight away when exactly one build is installable
* itch.io: show the picker again unless the game has exactly one build
* itch.io: ignore a second build tap while the picker is closing
* itch.io: empty a partial install before extracting so builds never mix
* stores: deleteTree removes a symlink without following it
* stores: skip symlinked folders in the uninstall walk, and only empty a partial install that is this game's own
The sort and price chips now cover everything itch's browse page offers, with the
paths copied from its links: new-and-popular, top-sellers, top-rated and newest
for sorts; free, on-sale, store, 5-dollars-or-less and 15-dollars-or-less for
prices; platform-windows, -osx, -linux, -android, -ios, -web and -mobile-web.
The guessed alternative spelling of the free filter is gone, so a query is one
address. The tests assert the addresses itch itself uses.
New and reworded strings in all 33 locales.
The Store tab only had four fixed shelves and a title search. A row of sort
(Popular, New, Top rated, Top sellers) and price (Any, Free, On sale) chips now
sets a BrowseQuery; anything but the defaults swaps the shelves for that query's
games, loaded page by page as the grid scrolls.
ItchBrowse builds itch's listing-feed URL (platform and tag segments are in the
builder for the next change), tries each spelling of a price filter until one
answers, spaces requests 1.2 s apart, backs off once on a 429, and keeps pages
in the app cache for three hours. Every request is logged with its status and
game count so a wrong URL guess can be fixed from a device. Owned games replace
their browse copy so Install and the owned markers are right, and the detail
page finds browse results.
Strings for all 33 locales; URL-builder tests; docs/development/itch-browse.md.
A FEX preset that turns TSO off (Performance, Extreme, Extreme-gn, Denuvo)
breaks Unity players under FEX:
- Megabonk (Unity 2023.2, IL2CPP, native Linux build, "Linux x86 (FEX)")
froze on about half of its launches, every thread parked on a futex.
With TSO on: 5 of 5 starts, and a played run stayed responsive.
- Crab Game (Windows IL2CPP build under Proton arm64) crashed on 1 of 5
starts with an access violation in UnityPlayer.dll on a garbage pointer.
With TSO on: 5 of 5 starts.
A Unity player (UnityPlayer.dll, UnityPlayer.so or GameAssembly.so beside
the executable) now keeps FEX_TSOENABLED=1 over the shared preset, the way
.NET games already keep full TSO. The FEX tool applies the environment half
of the game-file fixes too, so native Linux builds get it as well. A FEX
preset chosen for the game itself still wins.
Related: #1386 (its Mono crash happens with TSO already on)
The native arm64 client follows steamdeck_publicbeta, so a Valve beta
regression reaches every user at once. If the repaired beta client is still
started twice without being shown, or the beta manifest carries no arm64
client, droiddeck-steam-install now installs steamdeck_stable, keeps it, and
logs why (listing the manifest's blocks in the second case). The session asks
the installer for the channel, so -clientbeta and package/beta stay in sync.
BL_STEAM_CHANNEL or ~/.config/droiddeck/steam-channel (beta|stable) pins it.
Valve's 2026-10-15 beta moved the x86 client into a Steam Runtime container.
In case the arm64 client follows, its session now exports
STEAM_STEAMRT_RECURSION_GUARD=1 and, only if steamrtarm64 carries pv-runtime
or a steam-runtime-check-requirements probe, starts it through the same
steamrt shim the x86-64 client uses (now droiddeck-steamrt-shim) and logs it.
The hex box sat at the bottom of the picker, so with the keyboard up the dialog
was cut off and the field could not be seen. While the box has focus the dialog
now scrolls to its end, and again whenever the visible height changes, so the
hex box and OK / Cancel stay above the keyboard.
Inner Gamer is a new theme just above Gradient. Its accent walks round the
colour wheel on a Compose infinite transition, so Android's animation clock
drives it and it holds still when animations are off. The hue moves in 3 degree
steps so the app restyles only when the colour visibly changes. Setup shows a
Speed slider (1 to 10) while it is selected. The palette comes from
ThemeColors.palette, so button text stays readable at every hue.
* feat: itch.io store, library and installs for DRM-free Windows builds (#1064)
* feat: add experimental SDK-free VITURE Pro 2 tracking
* docs: record full-app Pro 2 hardware validation
* docs: record successful Pro 2 user game test
* fix: translate Pro 2 tracking notice for all supported locales
* fix: respect model capabilities for glasses controls
* fix: handle fold configuration during glasses probe
---------
Co-authored-by: kingokksa <47888451+kingokksa@users.noreply.github.com>
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
* feat: a custom Gradient theme with a primary and a secondary colour, picked with a wheel, sliders and a hex box
* Gradient theme: OK waits for a valid hex, deep blues are made paler, button text suits the worse gradient colour
* Gradient theme: nudge only the gradient colour that button text cannot read on
* fix: meet readable contrast across gradient themes
* fix: preserve contrast through gradient interpolation
---------
Co-authored-by: xXJsonDeruloXx <danielhimebauch@gmail.com>
* 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
* 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.
* docs: draft DroidDeck 0.5.0 release notes
* docs: expand DroidDeck 0.5.0 release notes
* docs: complete 0.5.0 contributor credits
* docs: update the 0.5.0 release notes for everything merged so far, with screenshots and GIFs
Adds the x86-64 Steam client, Linux games under FEX, app-wide glasses tracking, store-game artwork and Adjust logo, and the merged Epic launcher and XR glasses entries. Media is in docs/releases/media/0.5.0.
---------
Co-authored-by: maxjivi05 <maxjividen@gmail.com>
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.