* fix(input): Auto relative mouse stays off for direct touch without a mouse
* fix(input): re-check relative mouse when an input device changes
* fix(input): reapply relative mouse after agent readiness
* fix(input): only the current session clears the agent-ready hook and readiness resets relative mouse retries
* fix(dual-screen): drop the Dashboard notifications page and its notification listener
* test(session): freeze the clock in the memory-pressure policy harness
* fix(session): stop re-compressing game memory every 30 s when the game reads it straight back
On devices with 13 GB or less, the low-memory page-out skipped its
read-back backoff whenever memory was nearly exhausted. When the game
was actively using what was compressed, it read it straight back, so
the session pushed and re-read gigabytes every 30 seconds, pinning all
cores and freezing the game for 5-10 s each time. The read-back check
now applies on that path too: an effective page-out still repeats every
30 s, an ineffective one backs off as on the normal path.
* zRAM: keep the read-back backoff on the nearly-out-of-memory path
* zRAM: retry a skipped page-out after 30 s when nearly out of memory
* fix(steam): reconcile tool dependencies by supported platform
* fix(steam): refresh tool metadata and clear stale GE mappings
* fix(steam): clear any Proton mapping from Linux-only tools
* fix(steam): watch folders the client creates after the helper starts
* Watch each missing directory level as it appears
* Make the watcher level test wait on inotify readiness
* fix(gog): owned games the library listing leaves out stay owned
Since the GOG library is read from account/getFilteredProducts, a game
that listing does not return (one hidden in GOG Galaxy, for example)
dropped out of the library, and with it out of the GOG tab, which shows
owned games and the shelves. 0.5.0 read every owned id from
user/data/games and showed them.
The sync now takes the union of the listing and user/data/games. The
listing still names most games at once, and an owned id it lacks is
fetched like any other.
* fix(gog): the GOG tab's search reaches GOG's catalog
GogStoreCatalog.search was never wired to the backend, so searching the
GOG tab only filtered the owned library and the featured shelves; a game
that is neither could not be found. GogBackend now answers search from
GOG's catalog, like the other stores.
* fix(gog): keep cached owned games when the account list is unavailable
* fix(gog): install scripts' support files reach the prefix
A goggame-<id>.script can copy files into the prefix with supportData
actions: default INI files, Plugins.txt and other settings that mods such
as one-click editions need. Only setRegistry actions were applied, so
those games started without their configuration and ran as the base game.
droiddeck-store-launch now applies supportData after the registry, once
per script revision: copies from {app} and {supportDir} into {userdocs}
and {localappdata}, matching paths without regard to case. Links are
copied as links, paths outside those folders are refused, and existing
files are replaced only when the action asks for it.
* Keep GOG support data copies inside the game and prefix folders
* Copy linked GOG support sources as links and keep a player's own links
The session's TU_DEBUG=sysmem is meant for the Steam client and
Chromium-based apps. Flatpak and Snap apps inherited it, so emulators
and other programs installed that way rendered through system memory.
droiddeck-game-env now holds the Chromium check next to game_gpu, and a
small droiddeck-game-gpu wrapper applies both to any program. The
AppImage, Flatpak and Snap launchers use it, so the rule lives in one
place.
The session sets TU_DEBUG=sysmem for the Steam client's interface and hands
games their own value in DROIDDECK_GAME_TU_DEBUG, which droiddeck-game-env
applies to Steam launches (#1188). droiddeck-appimage-run never did, so
emulators and other AppImage programs rendered every pass through system
memory instead of Turnip's per render pass choice.
Apply the game value in droiddeck-appimage-run the same way: an empty
value unsets TU_DEBUG, any other value replaces it. Chromium-based apps,
like the Steam client's own interface, keep the session's setting.
fix(proton): a Valve Proton picked for a game in Steam stays on the ARM64 build made from it
Steam lists Valve's own Proton Experimental and Proton 11.0 next to the
DroidDeck tools. They are not runnable here, so a per-game pick of one was
replaced with the default. That used to be Proton Experimental ARM64, so the
pick looked kept; since an installed DroidDeck-Proton became the default, the
game is moved to DroidDeck-Proton instead.
When Steam records one of those tools for a title the sync already knows
(a title it mapped or one with a recorded pick), the title now gets the
DroidDeck tool built from the same Valve depot, stops following the default
and the choice is mirrored into the app's per-game setting. The same applies
to Steam's default. Titles nobody picked anything for still follow the
default, and Valve tools with no ARM64 build still fall back to it.
Mesa 26.0.8, which the Ubuntu runtime builds, carries the backport of
"zink: create views for samplers lazily", which dropped the depth/stencil
aspect check in init_sampler_view(). On drivers with
needs_zs_shader_swizzle (Imagination) every colour view with a constant-1
alpha, such as RGBX/BGRX textures, then got the red-only depth swizzle
view, so Steam's interface and games showed red as R=G=B.
Carry Icenowy Zheng's upstream fix d55418dae7 (Mesa MR 41923), which
restores the aspect check. It applies on top of patch 0004.
* ci: run approved fork PR compile jobs on the disposable fork runner
* ci: ignore fork runner heartbeats from the future
* ci: target the fork runner by its own label
* Read the fork runner heartbeat from a public gist
* Fall back to an anonymous read of the fork runner heartbeat
* docs: DroidDeck 0.7.0 release notes
* docs: add 0.7.0 release note media
* docs: drop the 30 second summary from the 0.7.0 notes
* docs: add the dual-screen Dashboard shots to the 0.7.0 notes
* docs: show the Dashboard as one stacked dual-screen image
* docs: add the swap screens GIF to the 0.7.0 notes
* docs: swap in the new Syncthing screenshot
* docs: add the HUD dock GIF to the 0.7.0 notes
* docs: add the Game Jolt screenshot to the 0.7.0 notes
* docs: show the full screen in the HUD dock GIF
* docs: merge the GPU bullets, add the no proprietary components line, put images above their bullets
* docs: add the 0.7.0 APK download button to the release notes
* docs: add the first-time contributors to the 0.7.0 notes
* docs: add KeegantheVeganat0r as a first-time contributor
* docs: add the shared Steam libraries screenshot to the 0.7.0 notes
* docs: rewrite the shared Steam libraries bullet and move it up
* docs: add the Mali support photo to the 0.7.0 notes
* docs: center 0.7.0 release media
* docs: credit The412Banner for Mali support in 0.7.0 notes
* docs: add the KDE desktop GIF to the 0.7.0 notes
* docs: add the desktop and swapped game clips to the 0.7.0 notes
* docs: use the Duo photo for the swapped screens
* docs: replace the swap screens GIF with the Duo recording
* docs: drop the swap screens GIF
* docs: keep a blank line before each release image
* docs: tweak 0.7.0 release notes
* docs: move smaller 0.7.0 items to improvements
* docs: fold the bottom-screen HUD into the Strip HUD bullet
* docs: pair the swap screens and KDE desktop media
* docs: move Game Jolt and Syncthing up in 0.7.0 features
* docs: put the swap screens and KDE desktop cluster after Mali in 0.7.0 features
* docs: reword shared Steam libraries and reorder KDE desktop bullet
* docs: add recent merged PRs to the 0.7.0 notes
* docs: auto component updates follow DroidDeck-Proton only
* docs: add input profiles, low-RAM memory, driver Auto and other recent changes to the 0.7.0 notes
* docs: add the second-screen layout editor to the 0.7.0 controller profiles notes
* docs: refresh the 0.7.0 pull request and contributor counts, mention controller profiles in the summary
* docs: 0.7.0 notes add the latest fixes and the DroidDeck-Proton, DD-Turnip and component changes
Adds the user-visible pull requests merged after the last refresh (Library
sort, runtime pack update, desktop app launches, GitHub AppImage variant,
DroidDeck-Proton default, component auto-update cleanup, UBWC and FEX preset
settings, controller navigation) and a section for what shipped in
DroidDeck-Proton 11-11.10 to 11-12.3, DD-Turnip 0.4.0 and DroidDeck-Components
since 0.6.9.
---------
Co-authored-by: maxjivi05 <maxjividen@gmail.com>
When a Build APK run finishes, Build validation finds its pull request with
commits/{sha}/pulls, which GitHub answers with an empty list for a commit that
only exists on a fork. The validator then took the build as superseded, so the
"Build APK" status of every fork pull request stayed at "awaiting APK
compilation" after a successful build. It now falls back to the open pull
request for the run's head owner and branch, still requiring the head commit
to match.
* ci: cache the pinned Turnip archive and retry its download
"Prepare graphics driver variants" fetched the same checksum-pinned Banners-Turnip
zip from GitHub on every run with a single 120 s attempt, so a 502 or a read
timeout failed whole PR builds three times today. The archive is now cached
between runs (it is still checked against its SHA-256 after a restore), and a
cold download is retried on timeouts, 429 and 5xx with a growing pause.
* ci: keep PowerVR's verified downloads between runs
tools/powervr/fetch.py already keeps checksum-verified downloads in
~/.cache/droiddeck-build, but CI never saved that folder, so every run fetched
the PowerVR components again and a read timeout failed "Build the add-on
packs". The folder joins the existing pack-inputs cache, keyed on
release.json too.
* fix(session): give the runtime a machine ID so D-Bus programs start
The Ubuntu runtime ships an empty /etc/machine-id for systemd to fill on first
boot, and nothing fills it in a DroidDeck session. libdbus aborts when it needs
the ID ("D-Bus library appears to be incorrectly set up"), so melonDS closed at
once from the desktop and GTK Flatpaks started outside the session bus failed.
The session now writes a fresh ID once when the file is empty or malformed and
never changes a valid one.
* fix(session): check the whole machine ID file and reject the all-zero ID
fix(desktop): catalog AppImages start from the desktop menu through the shipped runtime
RPCS3 from the desktop menu exited at once: its own AppImage runtime runs
dwarfsextract from a memfd, which PRoot cannot execute (EACCES), and it has no
fallback. Emulator rail launches already avoid this by starting arm64 images
through the shipped uruntime (#1191); the menu entries the catalog writes did not.
The rule now lives in one launcher, droiddeck-appimage-exec, used by the session
and by the catalog's menu entries. Entries written by older versions are moved
to it with the existing menu migration.
* fix(desktop): a GitHub link to one AppImage installs and updates that variant
* fix(desktop): latest-release links, bad escapes and 32/64-bit variants
A /releases/latest/download/<file>.AppImage link now names its asset too, a
malformed %-escape in the field no longer throws while the dialog composes,
and x86-32 and x86_64 assets no longer collapse to the same variant once
version numbers are dropped.
* fix(runtime): an update that brings a new PRoot pack no longer asks to install the runtime again
* A pack-only install recovers an interrupted swap first and falls back to the full install
* fix(proton): an installed DroidDeck-Proton replaces a Proton Experimental default nobody picked, and added shortcuts follow the default
* test: an owned shortcut left on the previous default follows a default change
* fix(input): taps outside the PC keyboard reach the game while it is open
* fix(input): the game's cursor stays visible while only the PC keyboard is open
* fix(input): a touch cancelled mid-stream stays closed until the finger lifts
* A resize also ends a pending two-finger touch
* A new touch clears a dismissal left by a stream that ended elsewhere
* A new touch is not held back by a three-finger tap whose end was consumed
* fix(library): added and Battle.net games sort by when they were played and installed
Recently played and Recently installed put every added game, Battle.net
games included, at the bottom: nothing recorded a launch or an install time
for them, and the Steam play-time lookup was never reached once an entry had
a game. Launching an added game now records its play time, added games carry
their folder's install time (kept in the library cache), Battle.net installs
report theirs, and a zero time falls through to the next source.
* fix(library): an added game's play time is recorded only after it launches and kept when it is rebuilt
* fix(library): an added game's play time is recorded only when its launch is accepted
* fix(library): an added game's play time is recorded when its session actually starts
* fix(library): an added game's play time is recorded when its session service starts
* fix(drivers): leaving a driver bundle's display half also drops its runtime half
Picking either half of an Android + Linux bundle selects both, but picking
another display driver afterwards changed only the display. The session
kept loading the bundle's Linux driver, so switching back to DroidDeck's
drivers could still leave the session failing to start. The runtime driver
now goes back to the default when the display leaves the active bundle; a
runtime driver chosen on its own is kept.
* fix(drivers): picking the Auto display hands both halves to Auto's latest DD-Turnip pair
* fix(drivers): the Auto display pick puts the display on Auto even when no pair fits the GPU
* gamescope: a confine is relative only while it holds the X pointer
Patch 0128 made every hidden-cursor confine relative. Games that hide the
system cursor, draw their own and confine the pointer to their window then
took the host lock, and a direct touch drag became camera motion with no
button held, so cards and items could not be dragged.
A confine now goes relative once the X pointer stays away from the seat
position while input moves, as when a game recentres it or clips it to a
small rectangle, and returns to absolute when the pointer follows again or
the confine ends. Locks and the warp follow rule are unchanged.
* gamescope: a constraint without a hint is relative only while the game holds the X pointer
Xwayland turns a hidden-cursor grab into a lock with no cursor position hint, so the confine-only rule never applied to games that draw their own cursor (Stardew Valley, Balatro). A hinted constraint is relative at once, as upstream. An unhinted lock or confine goes relative once the X pointer stops following the seat's motion, which a recentring or clipping game does and a drawn-cursor game does not.
* gamescope: a pointer constraint is relative only while the game holds the X pointer
Stardew Valley's grab with a hidden cursor becomes an Xwayland lock with a cursor position hint, which upstream made relative at once. Without relative mode that lock still follows gamescope's relative motion and touches still place the pointer, so the hold rule now decides for every constraint, hinted or not.
* gamescope: a hinted lock starts relative and is released once the X pointer follows
Releasing a hinted lock only through the hold rule let a recentring game's first touch swipe press the button. A hinted lock now starts relative as upstream and is released after 30 moving frames on which the X pointer follows the motion gamescope sends, counted from the relative motion while the seat is locked.
* gamescope: count away frames within one half-second window
* gamescope: a hint that arrives with the game's first warp starts the lock relative
* fix(input): end the touch press when a program locks the pointer mid-swipe
A game that only shows its pointer lock after its first warp took the first
swipe as an absolute drag, with the button held until the finger lifted.
The first locked move now ends the forwarded touch before sending deltas.
* gamescope: a new focus window or constraint starts its own pointer hold
A held state from one constrained window carried over to the next one
when focus moved before a reset frame. Track the input focus window and
the constraint, and restart the hold when either changes.
* gamescope: read the pointer constraint under the wlserver lock
GetCursorConstraint asserts the lock is held, so the hold tracker
aborted as soon as a program constrained the pointer.
* fix(input): a mid-swipe pointer lock ends the touch but keeps a held button
The first locked move cancelled the whole direct-touch hold, releasing a
right button held by a long press. It now cancels only the forwarded touch;
the held button is released when the finger lifts, as before.
* fix(input): extra fingers during a locked swipe stay out of the cancelled touch
Once a locked swipe has ended the forwarded touch, a second finger restarted
it with a new touch-down while the swipe carried on as relative motion. Extra
fingers are now ignored until the swipe ends; the final lift still releases a
held button.
* fix(input): a swipe that ended its touch stays closed until the finger lifts
* fix(session): close the bottom panel from the docked menu's Close again
* fix(input): keep imported screen keys on screen when the gamepad is hidden
Screen keys used to be shown on their own, whatever the gamepad did. Since
they were merged into the gamepad layout they disappeared with a controller
connected, in desktop sessions, with on-screen controls set to Never, in
Steam + QAM mode and in Steam's touch mode.
Elements now carry an always-shown flag. The screen key migration sets it on
imported keys (and once on keys merged by earlier builds), and the on-screen
controls keep flagged elements drawn while the rest of the pad is hidden,
in buttons-only mode and with the quick toggle, without duplicating them in
the unfolded strip.
* fix(dual-screen): give the profile controls panel the bottom bar with swap
* fix(dual-screen): keep the layout editor on the bottom screen
The bottom panel was recreated above an open input editor or input
settings window whenever it closed and reopened (session stop/start, or
the bottom screen briefly reported as taken), hiding the editor. The panel
now waits while one of our input windows holds its display and reopens
when the last one closes.
An app arrival recorded before one of our windows covered the bottom
screen no longer marks the screen taken, the editor picks its display only
when a display is added or removed, and it skips a bottom screen another
app holds.
* fix(input): label keyed D-pads and sticks with their keys
Screen key D-pads and sticks used to show each direction's key (W, A, S, D)
when labels were on. The unified renderer drew no direction labels and only
offered Show label for buttons and gamepad sticks, so imported labels did
nothing.
D-pads and sticks bound to directional keys now draw each bound key's name
at its direction through the shared key-label helper, and Show label is
offered for every D-pad and stick.
* fix(input): remember the layout editor's snap choice
* refactor(input): drop controller pref setters and drawer field nothing uses
* fix(input): restore the Deck tabs and right trackpad in the unfolded strip
With Deck controls, the unfolded strip used to offer the Gamepad, Grips,
Left, Right and Both tabs and put a trackpad in the right stick slot. The
unified strip only showed the gamepad with two sticks.
For Deck pads the strip bar now carries the shared Deck panel tabs and
title, the other tabs show the same stock Deck panel layouts as the second
screen, and the docked gamepad takes its stick or trackpad per side from the
Deck gamepad layout. Other pads keep the plain two-stick strip.
* fix(input): carry the Deck gamepad stick or trackpad choice into its layout
The Deck controls Gamepad tab used to let each side switch between a stick
and a trackpad. That choice is now part of the editable Deck gamepad
layout, but the saved choice was never moved over and its setter was left
without callers.
The library upgrade now applies a saved non-default choice to the Deck
gamepad layout once, only while that layout is still the stock one, and the
unused setter is removed.
* chore(i18n): drop the Deck surface switch string nothing shows
* fix(input): offer Show label only where a label can be drawn
* fix(input): Show label follows the unsaved action and diagonal-only sticks
The element properties now get the editor's draft action, so changing a
stick or D-pad to keys offers Show label before saving. A stick bound only
on its diagonals counts as labelled too.
* fix(input): only sticks count their diagonal keys for Show label
Diagonal key names are drawn on sticks only, so a D-pad bound just on its
diagonals no longer offers a label it can't show.
fix(storage): check a raw /mnt/media_rw library against its storage volume
A Second library picked as /mnt/media_rw/<volume>/... was always treated as
unplugged, because Android only reports a volume's state for its /storage
path. Sessions then ran with internal storage only and the library's games
were missing. Map the path to its /storage form before the lookup, reusing
UsbLink.storagePath, and drop the copy in SteamLibraries.