Without a headset SteamVR refuses the OpenXR client at xrCreateInstance
(VRInitError_Driver_WirelessHmdNotConnected) instead of reporting no system,
so say that it usually means no headset is connected. Describe vr.mode in the
README, docs/VR.md and the changelog.
New intro and feature list in the README and the site. The site gets a title with Roblox, link preview tags, structured data, a sitemap, robots.txt, a preview image and the Search Console tag. Screenshots are retaken, the old lobby shot is removed and the store listing points at the new ones.
- Remove the MOCKTAIL_VR_TEST_SESSION_LOSS_AFTER fault injection; nothing
used it.
- The scripted head pose and the eye evidence dumper only work in builds
configured with -DMOCKTAIL_VR_DIAGNOSTICS=ON (default OFF); release
builds ignore their environment variables.
- Remove FindFmodInputCaptureProfile and HasExpectedFmodInputCaptureVtable
(only their own tests called them) and the never-defined
PrepareCaptureLocked declaration; the audio bridge files match upstream
again.
- docs/VR.md lists every MOCKTAIL_VR_* variable with its default, linked
from the README.
VR now stays off at runtime in every build until --vr or vr.enabled: true,
so a normal launch on a VR-capable build never tries to reach an OpenXR
runtime and no longer exits when none is running.
MOCKTAIL_ENABLE_VR defaults to AUTO: OpenXR support is built when the
third_party/OpenXR-SDK submodule is present and skipped with a notice
otherwise, so source packages that do not fetch submodules (Nix, AUR) keep
building. ON still requires the submodule. mocktail-vr-probe is only built
and installed in VR builds.
CI gains an x86_64 job that builds and tests with MOCKTAIL_ENABLE_VR=OFF.
The config docs and README describe the new defaults.
When Roblox asks for a keyboard (showKeyboard), a world-locked panel
opens below eye level as an OpenXR quad layer. Controllers point at keys
and the trigger types; text and key presses go through the same platform
events as the desktop keyboard, so the focused TextBox edits identically.
The layout is US QWERTY without the function row or Ctrl/Alt, with one-shot
Shift, Caps Lock, Tab, Backspace auto-repeat, Enter and Close. A trigger
aimed at the panel is withheld from Roblox so a key press is not also a
click. A text field above the keys mirrors the focused TextBox, whose
desktop overlay never reaches the eye images. MOCKTAIL_VR_KEYBOARD=0 turns
it off.
vr.frame_rate_limit / MOCKTAIL_VR_FRAME_RATE_LIMIT replaces
graphics.frame_rate_limit while VR is active and takes the same values.
It defaults to unlimited so xrWaitFrame paces Roblox at the headset
refresh rate instead of Roblox's own 60 FPS cap.
MOCKTAIL_VR_RENDER_SCALE scales the runtime's recommended eye extent.
SteamVR's recommendation for a Quest 2 at 90 Hz (2244x2352 per eye) missed
the 11.1 ms budget and halved the rate to 45 FPS.
MOCKTAIL_VR_UNPACED=1 stops guest frames from blocking in xrWaitFrame:
the open XR frame spans several guest frames and is submitted once per
display period, for measuring maximum render rate.
The release workflow now builds the three native packages beside the
AppImage and attaches them to the GitHub release with a checksum each.
Nothing is pushed to a distribution repository.
Packages are named nightcap and take their version from the release tag
instead of upstream's project version, so they no longer claim to be
Mocktail 1.0.4. Each variant conflicts with the others because they all own
/usr/bin/mocktail.
The AUR workflow no longer clones or pushes aur.archlinux.org; it refreshes
nightcap-git metadata on demand and uploads it as an artifact. The recipes
move to packaging/aur/nightcap{,-bin,-git}, point at this repository, and
version from the newest release tag.
Texture overrides decode PNG through libpng, which stubs/CMakeLists.txt
already requires. Lists it in the Arch, AUR, and Nix packages, the thin
dependency installer, and the README build instructions.
Release the GameMode request when the daemon narrows the CPU mask; the pin
concentrates Roblox's worker pool and is re-applied every few seconds, so
ending the request is the only thing that lifts it. `gamemode: on` keeps it.
Emit texture uploads on worker threads instead of serially inside
vkQueueSubmit, in two passes so mip 0 lands before the levels scaled from it.
Decode ETC2 through a persistent pool and lower the parallel floor to one
128x128 image, so small batches stop running single-threaded.
Document all three in docs/PERFORMANCE.md.
Adds textures/ with the crosshair PNG named by its ETC2 hash and a README
covering install, naming and how to dump hashes for other textures. Nothing
installs or loads it; copying into ~/.config/mocktail/textures is opt-in.
Discord Rich Presence item 1 is custom presence fields; the private-server
join item is dropped. The profiling item names the Chrome trace format
instead of Perfetto.
Item 2 covered hot-plug and input release on disconnect, which already
work, so it is now only the button glyph gap. Raw mouse and the pointer
fix move to Shipped.
Drops the BCH donation address from the README.
Rename the desktop entry, metainfo, icons, Flatpak manifest, and SDL app
identity so Nightcap installs side by side with upstream. Build a signed
Flatpak on v* tags, publish the OSTree repo and landing page to GitHub
Pages, and attach the bundle to the release. Release creation tolerates
the AppImage and Flatpak workflows racing on the same tag.
Show Nightcap as the app name in the desktop entry, window title,
dialogs, and metainfo. Binary, config paths, and desktop ID keep the
mocktail name. Publish Nightcap-x86_64.AppImage to GitHub Releases on
v* tags. README points at the fork's releases instead of upstream
packages.
* Create FAQ.md
Frequently Asked Questions file so people can easily see well... the most Frequently Asked Questions
* Update README.md
Added a FAQ section to give the link to the file FAQ.md
* Update README.md
Idk but the link to FAQ.md so I kind of fixed it but idk is the same
* Update FAQ.md
Forgot to add the link to the only question
* Update FAQ.md
I think I fixed the link
* Update FAQ.md
I think I finally fixed the link after some tries LOL
* Update FAQ.md
Forgot english does not use ¿ lol
* Update FAQ.md
Im not going to even explain this