* 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.
With frame generation on, a scene drawn for another window (Steam's
overlay) went into the engine as a game frame. Adaptive counted it as
source rate and planned against that (36 base for a game capped at 30),
and a fixed multiplier gave it present slots while game frames were
dropped (26 -> 51 at 2x). Such a change now waits for the game's next
frame.
The HUD's base rate is the game window's own frames, as Steam's overlay
counts them, instead of the compositor's scene rate.