* chore(i18n): translate every missing string in all locales
Adds the 87 strings the bottom-screen Dashboard and in-game stats pages
introduced to all 32 locales, plus the 51 older settings strings Japanese
and the 50 Chinese locales were still missing. Every locale now has all
3456 translatable strings with the same placeholders as English.
Also translates 36 entries that were still English where the language
does not use the English word, and makes es-419 touch_app_id use the same
%1$s placeholder as English.
* chore(patches): drop comments from the lines downstream patches add
Removes comment lines and trailing comments from lines our patches add,
with hunk headers recounted. Lines that a later patch uses as context
and the upstream backport 0123 are left as they are.
The gamescope, FEX, proot and xodus series still apply to their pinned
sources, and the patched trees differ only in those comments.
test_hud_frames now finds the HUD writer by its first declaration.
* docs: credit Greenlight, Better xCloud, viture-v2, GameNative and DiRTTelemetryErrorFix
These were credited only in source headers and NOTICE files.
* chore: remove source comments and unused functions
Removes explanatory comments from first-party Kotlin, Java, C, C++,
Rust, TypeScript, Python, shell, Gradle, CMake and workflow files.
License and attribution headers stay, and vendored third-party trees,
generated files and license files are untouched. A shellcheck directive
is kept, and udevmon's fallthrough comments became fallthrough attributes.
Syntax trees and token streams match the previous sources apart from the
comments and Python docstrings. Module docstrings that argparse prints
are kept, and device-smoke.sh prints the same --help text from a heredoc.
Also removes 37 functions and 4 fields that nothing referenced.
* chore: remove comments from the Syncthing integration and the latest main sources
* docs: credit Syncthing and the syncthing-android fork
* chore(i18n): translate the Syncthing strings in all locales
The 107 strings the Syncthing integration added are now in all 32 locales.
sync_web_path_locked names the Syncthing tab by its label.
* docs: credit @xXJSONDeruloXx for the HUD metric readers
The CPU, GPU load, thermal and battery readers come from their
PerformanceHudView pull requests #777, #877, #991, #1406 and #1573.
The FusionHUD credit line is unchanged.
* docs: credit the HUD metric readers to @xXJSONDeruloXx's work
A Dashboard mode for the second screen of dual-screen handhelds (developed on a Retroid Pocket Duo), the default on dual-screen devices. It opens on Chat at each Steam start and switches to In-game stats when a game starts.
- Downloads: Steam downloads and updates (SD-card libraries too), shader caches and DroidDeck store downloads.
- Notifications: other apps' notifications once access is allowed, kept in memory only.
- Screenshots: a game screenshot without the overlay, and a gallery of DroidDeck's and Steam's screenshots.
- Chat & voice: mic and game volume buttons, and Steam's web chat signed in with the Steam client's own session.
- In-game stats: FPS, CPU, GPU, RAM and battery plus the running game or Steam client type, and a racing dash from Codemasters, Forza and OutGauge games' data output, with War Thunder and Elite Dangerous layouts; speed in km/h or mph.
- Send dashboard data: turns a Codemasters game's data output on for the dash (per game or Automatic) and keeps the original setting to put back.
- DiRT 3 / DiRT Showdown: with their data output on they stop with error 10038 at race end; a ws2_32.dll stand-in (tools/dirt-ws2) is swapped into the prefix while the game runs, skipped on DroidDeck-Proton 11-11.10 which has the fix built in. Same behaviour as DiRTTelemetryErrorFix by RoccoC, based on Carsten Gottschling's fix.
About "telemetry": here it means a racing game's own live driving data (speed, gear, rpm, pedals), not app analytics. For In-game stats no information leaves the device and nothing is shared: the game sends its data to 127.0.0.1 on the same device, DroidDeck only listens there while the page is open and keeps the numbers in memory just long enough to draw them. DroidDeck sends no data about the user or their use of the app; logs leave the device only when the user taps Share logs.
The components job checks out external/MaliBridge and builds the guest
ICD, its manifest and the self-test as the vkbridge recipe; a submodule
counts in a recipe's identity by its pinned commit.
Combine trusted source and squash-metadata validation with the exact-head APK compilation result. Preserve automatic trailer cleanup in the installed hooks.
Validated with 10 authorship/hook tests and 9 combined-gate tests.
Install commit and push hooks that remove bot co-author trailers, preserve human credits, and reject bot primary authors. Add a trusted default-branch CI checker and publish its required status on the exact proposed commit. Validate main pushes as well. Ten regression tests pass, including real Git hook tests and the --no-verify case.
* feat: run SteamOS PipeWire and WirePlumber for gamescope screen capture
* feat: hardware Remote Play encoding through MediaCodec behind Steam's V4L2 stage
* feat: deliver Remote Play touches to gamescope as touches
* feat: route game audio through PulseAudio while a Remote Play client is connected
* fix: keep the Remote Play marker when a forked child closes the encoder
* fix: allow standalone preload tests without V4L2 encoder hook
* 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
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.
* 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>
* feat: add Cardboard mode with side-by-side lens-distorted eyes and 3DoF head tracking
* fix: derive the Cardboard field of view from the panel and recentre fully when far from upright
* feat: share the Cardboard head pose with the guest and add a SteamVR driver for it
* feat: run SteamVR's compositor on Turnip/KGSL with a display-extension layer and a driver-direct HMD
* feat: show SteamVR frames in Cardboard mode through a driver-side presenter and a fake direct-mode display
* feat: install and start SteamVR for Cardboard mode from the session drawer
* docs: describe Cardboard mode and the SteamVR path
* feat: drive SteamVR hands from the game pad and keep the Cardboard headset out of standby
* docs: record where the SteamVR dashboard stops
* fix: map Cardboard head tracking to the screen's axes and keep turns about the real vertical as yaw
* fix: give Cardboard its previous picture back when SteamVR stops
* fix: report sem_otime from emulated SysV semaphores so SteamVR's web helper can start
* fix: bridge SteamVR's shared semaphores across processes and keep Steam alive while SteamVR runs
* feat: present SteamVR straight to DroidDeck's compositor at panel resolution
* docs: update Cardboard VR notes for the dashboard, semaphore bridge and direct presenter
* fix: keep Wine and FEX signal handlers in the VR layer; add semaphore tracing
* fix: clear a stale SteamVR active marker on status
* fix: clear only an old SteamVR active marker
* fix: unblock SteamVR clients on Turnip and keep Steam's web helper alive across SteamVR runs
* fix: judge shared waits before a submit's own signals and on Vulkan 1.0 devices
* docs: record VR games, SteamVR Home and OpenXR results on the Thor
* docs: add Cardboard VR learnings from the Thor bring-up
* docs: add Cardboard VR screenshots from the Thor
* fix: keep the VR layer's display stand-in to SteamVR runs and clear a leftover marker at session start
* fix: report SteamVR start and stop failures from the helper's exit code
The publish workflow's push trigger fired again on the branch's rebase and overwrote the
release asset with a freshly compressed copy, so main's first build failed the checksum and
fell back to the registry pull. The env file now pins the asset as published; the workflow is
dispatch-only, defaults to a new tag, and refuses to replace an existing asset unless asked.