The client reads config.vdf once, as it starts. A title installed during a
session got its per-app ARM64 Proton entry from the compat beat, but the
running client kept its own pick: native for a Linux build, which then sat
on "Downloading content (0%)" waiting for Steam Linux Runtime 2.0 and FEX
it can never run here (Left 4 Dead 2), or proton-stable for a Windows one.
The beat now runs the compat pass with --live, which notes titles it maps
while the client runs. Once each has finished installing and no game is
running, the session restarts the client through the existing restart-once
marker. Once per title and three times per session at most. The mapping is
re-applied before the client starts again, since it writes config.vdf back
from memory as it exits.
A Source-engine game says whether it started VAC-secure only in its own
console, which reaches a file only with -condebug. With the new Setup
toggle on (off by default), the launch wrapper adds -condebug to Source
and Source 2 titles and notes each launch; at the end of the session each
console.log written during it is copied, scrubbed, into vac/ and vac.txt
quotes the game's secure/insecure lines, any VAC lines in the client's
logs and which client builds are on disk. No connection to a server is
reported as inconclusive rather than guessed.
The wall waited about a second and a half for the game list on every start: Steam's own
manifests are quick, but the added games' folder walk and art lookups are not. The last list
is now kept in the app's files (LibraryCache) and shown before the first frame, and the fresh
one replaces it in a single update. The wall's order is fixed (last played, then game ID), so
the same games always land in the same capsules and the refresh moves nothing. The added-games
scan on every resume also leaves the main thread, which it stalled for most of a second.
Backing out of the loading screen, closing the ended screen and the session ending on its own
used the slide-down card exit. Now, while the session is on screen, the blue spreads out of
the throbber's ball (the middle of the screen once a game is up) until it covers the screen,
and the front end opens on it and draws it back into the button the session came from, as it
already did after the drawer's Stop. A retry, a session closing off screen and animations off
still close at once; a timeout closes it should the flood never run.
All string resources get a Spanish translation except brand names and strings that are only a
format. The app declares English and Spanish in a locale config, so it is offered in Android's
per-app language setting and follows the system language otherwise. Short rail labels keep
to the rail's width (Configuración, Actualizar).
It was drawn with the current selection, so leaving it for another rail item turned the
outgoing page into a copy of the new one for a few frames, which then faded out before the
real page rose in: a flash and a dip moving from Games to Steam.
Opened with a pad, the editor and its variable dialog put focus on their first control; as
windows of their own they otherwise gave the pad nothing to move from. On/off variables pick
from their two values in the same dropdown as other choices instead of a switch. App dialogs
keep the page's focus ring out of sight behind them. The footer's Add variable button only
appears once the settings are loaded: drawn disabled first, it came up without its box.
The settings row gets a one-line hint and the same secondary button as every other row. The
editor moves from a stock Material alert, with a paragraph of explanation and a column of text
buttons, into the app's dialog: a profile chip with its menu, the variables in a panel with
each one's value as a chip whose menu changes, removes or restores it, and a footer to add a
variable, reset the profile or finish. Editing a variable uses the same dialog, its name and
value as chips or the app's text fields, and the variable's note in the footer.
LB, RB or a tab now start focus at the top of the new page instead of wherever it was last
left on that page; closing a menu or reopening the drawer still returns to where it was. On
Settings the top option is Android apps when DroidDeck is the Home app.
The ring fills in as it pinches to a dot, crosses as one round dot on a timed ease with no
stretch, and opens into the control as it gets there instead of settling as a circle first.
- A held direction runs the ring along as one piece and keeps its speed between steps;
restarting each edge from rest (and the trailing edge's delay) made it stutter.
- A jump of more than 360dp pinches the ring to a drop, carries it over and opens it onto
the new control instead of stretching a box across the screen.
- The ring keeps out of launch, stop and return floods (RingVeil) and appears on the
focused control once they are done.
- Leaving a page by moving along the rail no longer pulls focus into the new pane; only
backing out of a page hands focus to the control it was opened from.
- Selection is a radio dot or a tick, never a ring: the Updates channels and test builds,
the GPU modes and driver pairs, the Games list and suggested app icons lose their
persistent rings, and the GPU cards use the sliding ring for focus like everything else.
The cog's tile stretches over the pane on the same loose springs as Play, far edges first and
blobby in flight, while the page behind sinks; the settings rise in once it is covered. Back
draws the tile down into the cog on critically damped springs. The focus ring stays out of
it and appears on the focused control once the motion is done, replacing the ring riding the
edge of a stretching box.
The bloom is now the opening control's own rounded box stretching out to the pane, not a
circle. With a controller the focus ring rides its edge out to the pane's frame and springs
in onto the page's first control; on Back it rides the box back into the control, which
takes focus again. By touch, with no ring up, the bloom traces the same edge itself.
Closing a page used to leave focus on the page while it animated out, so nothing took it
back afterwards.
The page grows from the cog as a filled disc with an accent rim and folds back into it on
Back, while the pane under it sinks and returns. Pages also keep drawing while they leave
instead of falling back to the missing-page note for a frame.
Opening the settings no longer scans the added-games folders, reads the driver files and the
storage volumes on the main thread first: the page opens at once and those land while it
animates in.
Compose already scales its animation clock by the system animator duration
scale, so Motion.tw no longer multiplies durations a second time; Motion.ms
stays for coroutine delays. The drawer tabs, launch flood and the default-spec
expand/fade transitions now go through Motion, keeping their current speeds.
* Add your own apps to the Desktop page
An Add tile on Desktop takes a .sh script, an AppImage, a GitHub repo
(newest ARM64 AppImage release) or a Flatpak ID, with an optional name
and icon. Script folders are linked into the session, or copied when
they hold Linux programs (shared storage is noexec); folders outside
internal storage are bound at their own path.
Each app's page opens it under gamescope, edits its name and icon (with
icons suggested from its GitHub repo), checks a GitHub app for a newer
release and updates it in place, or removes it. Replaces the beta
AppImages section.
* Put Add at the end of the installable emulators
Installed emulators and added apps keep the top section, shown once there is one. Add closes the installable grid, or the installed one when nothing is left to install.
* Import DwarFS AppImages and their SVG icons
uruntime images built with sharun keep one program under several names
as hard links, which Android denies apps, so dwarfsextract aborted. The
extraction runs with proot's link2symlink, and each linked name becomes
a file of its own afterwards; their AppDir is followed through the
squashfs-root link.
An image's icon is a PNG of at least 128 px from the name its entry
gives, else its SVG (drawn with AndroidSVG), else the largest PNG, else
.DirIcon.
* Give AppImages the session's pads
sharun images start the app through their own ld.so, patched not to read
/etc/ld.so.preload, and drop LD_PRELOAD unless allowed, so the app never
loaded libfakeinput and saw no controller. The launcher now hands the
preload list over in LD_PRELOAD with SHARUN_ALLOW_LD_PRELOAD set.
Pad defaults also put Player 1 on the controller for yuzu-family
emulators, once, while it is still on the keyboard.
* Redesign the Add and Edit app dialogs
Source and appearance sit in two panels side by side, with a live
preview of the Desktop tile. A disabled primary button keeps an outline
so it still reads as a button.