23 Commits
Author SHA1 Message Date
MichaelScottsman 80d4710f3f assPod: Nano Gen 2 body, chosen on the main menu and kept across launches
- assPod Model on the main menu switches between Video Gen 1 and Nano Gen 2; Color lists the
  current body's finishes (the nano: silver, green, blue, pink, black, (PRODUCT)RED). The choice is
  kept in ~/.config/glass-shell/asspod.json beside the glass tune.
- The nano: a procedural 2nd-generation model (tools/nano2-model) exported as render models, drawn
  by podd with anodized aluminum (tinted, bead-blasted, the laser-etched back paler), white end
  caps and a clickable wheel. Same menus on a 240 x 180 logical screen, so its text is larger, as on
  the real one; it plays no video. Shown 52.5 mm wide.
- podd: one box layout that holds either body, so a switch needs no restart; 64 px between atlas
  tiles and a 4 px clear band around each eye's image, which removes the hairline rectangle around
  the body (filtering at the stereo split took the other eye's edge); texture dump and debug modes.
- The left stick acts like the right: Steam's d-pad directions are no longer relayed (tilting the
  left stick down or left pressed the centre button or Menu).
2026-10-10 14:08:31 -04:00
MichaelScottsman 37502c7ac7 Ship podd built for the Frame: the installer and the assPod plugin put it in place, so the assPod's 3D body works out of the box 2026-10-09 22:46:42 -04:00
MichaelScottsman 4fc0cfffd6 assPod: a music and video player in the hand, on VLC
A music note button on the dashboard bar, left of the paintbrush, opens the
assPod in the hand whose laser pressed it. VLC plays its media library's music
and videos in the background; both sticks turn the click wheel, A and stick
clicks press the centre, B is Menu and the hamburger button puts it away. The
rest of the UI fades out while it is open.

- device/asspod: the pod's OS, screens, VLC engine and scene graph (bundled by
  tools/build_asspod.py into device/vr/systemui.asspod.js), with the model
  exported from tools/asspod-model
- native/podd: renders the 3D body with real shaders into a box of stereo
  portal panels, and the playing video's picture under the screen
- device/shell_ext/asspod.py: VLC, the library scan, art, podd, and video
  frames from ffmpeg paced to VLC's clock; videos keep their place across
  restarts
- Reposition and Black/White finish on the main menu
- install.sh offers to install VLC when it is missing
2026-10-09 22:27:35 -04:00
MichaelScottsmanandClaude Opus 5.5 d9d73383c2 Ship glassd and native mode on by default: install works out of the box
- native/glassd/prebuilt/glassd: the Frame's glassd built from these sources, shipped by sync.
- glass.py install: the shipped binary in place first, then a build from source over it (kept on a failed
  build), then a check that glassd is ready.
- lgs_shell start: puts the shipped binary in place when glassd is missing, so the Liquid Glass toggle run
  during an install never starts CSS-only (what left the glass transparent).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 16:27:55 -04:00
MichaelScottsman 056f69d418 Rename the app to LiquidAss: launcher entry, toasts and icon; README updated
Install paths and internal identifiers keep the glass-shell name so existing installs carry over.
Steam's program row is matched by the new name, with the old one still accepted.
2026-10-09 15:57:11 -04:00
MichaelScottsman 072461cf13 Stereo on the bar, frame menu and footer; VR Settings no longer makes the bar and frame menu glass jump
- glassd took the window's scale from any surface placed by Steam's main overlay; SteamVR's panels
  (vr.settings 1858 px, vr.ctl 488 px) are placed by it too, so while VR Settings showed, the bar's and the
  frame menu's glass were rescaled x2.58 / x9.86 by turns every geometry fetch (the flicker). The scale now
  comes from the main surface only.
- Cropped surfaces are stereo: lgs_sg.js reports each panel's u range (beat crops), the daemon passes it
  as surfaces[].crop, glassd builds the eye pair around the crop (right copy shifted by the crop width,
  each eye clipped to its crop) and the cover panel spans the pair.
2026-10-09 15:04:37 -04:00
MichaelScottsman af4e73c1d3 Stereo glass: each eye sees the room behind the window glass from where it is; tuner fits its popup; the sidebar keeps native glass without the laser; Home leaves on the route exit
Stereo (glassd cap stereo, flag glassStereo, on)
- The window glass was one image both eyes saw on the glass plane, so the room behind it read as a picture
  pasted on the glass. glassd now renders each eye's view (SteamVR's eye-to-head offsets, refreshed every
  5 s): every region of a stereo surface's texture is a pair, left eye's copy then right eye's, and the
  scene graph's panel spans the pair with stereoscopy Parallel.
- Measured on the device with a lab probe (lgs_sg test.stereoProbe): SteamVR splits a Parallel panel at
  the middle of the panel's own uv rect, not at the texture's halves; hence the pair layout, and stereo only
  where the scene graph shows a surface whole (main, SteamVR's panels). The bar, the frame menu and popups
  show crops and stay mono. A slab clipped sideways is left out while it is.
- GPU about 2.9 -> 3.5 ms a frame.

Sidebar without the laser
- frame.menu is no longer laser-only: SteamVR shows it in gamepad mode (laser mouse off) and beside its own
  pages; keyed on the gamepad flag its native glass went off and the CSS glass showed. Verified with the
  flag forced to gamepad on Home and in VR Settings: the cover stays.

Home -> Library
- The shell stamps the leaving Home view with the moment it starts leaving (only on a way out of Home, kept
  across Steam's /library redirect); Home fades on the route exit and the reporter lets its plates go on
  that clock. Measured: all Home discs reported leaving in the first report, gone with the page.
- Plates whose element leaves the DOM are reported leaving from the mutation itself (no measuring), not
  after a frame-driven tick the new route's render starves.

Glass tuner
- The popup fits Steam's 600 px bar popup cap (rows 76 px: label and value on one line over a 40 px slider);
  open()/close() for tests.
2026-10-09 14:51:41 -04:00
MichaelScottsman 5af91fc1bd Glass leaves with its page; the sidebar keeps native glass in VR Settings; Friends clears the search row; a paintbrush on the bar tunes the glass
Route changes
- Plates fade with their content: the reporter reads a running opacity fade on a plate or its ancestors
  (Home -> Friends: the route's 150 ms exit) and reports exitAt/exitMs; glassd fades the plate's coverage
  linearly on that clock, optics unchanged (cap exitAt); the daemon keeps a leaving plate for exactly
  that fade. A plate whose element left the DOM (Home -> Library stays in one /library route: no fade,
  Home unmounts when Library has rendered) goes in 90 ms instead of the 350 ms dematerialize ramp that
  left Home's discs over the Library grid.
- The window cover arrives with the route: the shell sets the new route's glass mode in the history
  change itself, the reporter reports the mode flip at once (tickNow) with the time it happened, and
  glassd springs a kept surface's new cover from then (appearAt now also for main gaining its cover).
- A disc popped at the switch belongs to the page that leaves: it never flips the new page to the crops
  layout and goes with the page's fade (lgs_sg.js routeOut).

Sidebar in VR Settings
- The frame menu is a laser-only surface keyed on Steam's gamepad-nav flag, which goes stale on
  SteamVR's own pages (the laser works SteamVR's page): the native glass went on and off with every
  input Steam saw, its CSS glass in between. On a SteamVR page (the frame's VR Settings action active)
  the rule does not apply.

Friends
- The page starts at y 108 (C1a's pad + 40, as Settings' list): the sidebar platter no longer sits
  under the search capsule.

Glass tuner (flag glassTune, on)
- A paintbrush circle after the system capsule (its own glass piece and native cover) opens a bar popup
  through Steam's own bar popup button: colour (8 swatches) and tint strength, Glass intensity (the
  dial), Refraction, Frost, Highlights, Reset to default.
- Daemon action glass.tune (kind ui, its own 40 ms rate, outside the global window): glassd.json at once,
  ~/.config/glass-shell/tune.json 400 ms after the last change (kept across reboots by request; the
  defaults delete it; RT-6 allows exactly this file), the dial file mirrored for the SteamVR pages.
- glassd: tune {refract, frost, light, hue, hueK} applied in drawGlass, eased (40 ms) like the dial now
  is; the glass body's neutral moves toward the hue (uHue), per-piece tints stay on top (cap tune).
- The CSS glass follows live: a style per Steam window sets --lgs-dial / --lgs-tune-hue; the material
  tints mix the colour in.
2026-10-09 14:06:10 -04:00
MichaelScottsman 2d120d51dc glassd: each surface's place from the head in glassd-out.json (view: offDeg, distM)
The lab's headset-view checks wait for the wearer to face the dashboard before they grab.
2026-10-09 02:27:00 -04:00
MichaelScottsman 2893a513f1 glassd: the background behind the glass moves fluidly
- every room update is rendered (within the fps cap), not at most ~6 Hz: glass redraws 6 -> ~40/s with the head still
- feed 36 -> 60 Hz while the glass shows (room updates 27 -> ~40/s measured)
- room EMA 0.22 -> 0.45 while the dashboard shows: changes behind the glass come through in ~2 frames, not ~200 ms
2026-10-09 01:39:44 -04:00
MichaelScottsman 481411fd6a glassd: keep the room map across restarts (/dev/shm/lgs/glassd-room.bin)
A restarted glassd (SteamVR restart, watchdog, update) began with an empty room map, so every glass showed the
flat unknown-room fill until the wearer looked around again. The map is saved every 10 s while it changes and
at exit, and loaded at start.
2026-10-09 01:36:19 -04:00
MichaelScottsman 7d9924aaec glassd: back to a room fill per feed frame and 4x feed decimation
The lazy (~15 Hz) fill and the 8x feed made the glass's background visibly slow to follow the room and flatter.
2026-10-09 01:29:34 -04:00
MichaelScottsman 12722f00e8 glassd: lazy room fill, 8x feed; contract docs for native-only glass
- The room map's fill (push-pull, row fill, mips) runs before a render that
  samples it, at most ~15 Hz, instead of after every feed frame (room GPU per
  feed frame 0.7 -> 0.19 ms); the feed is decimated 8x (240x135, the room map
  sampled it about that coarse already).
- reporter.md, glassd.md, daemon.md: armed/pooled/appearAt, optimistic marks,
  standby surfaces and the panel watch, lgs-native per session.
2026-10-08 23:56:55 -04:00
MichaelScottsman 9becb5a5c3 Native-only glass: no CSS-to-native swaps; popups armed ahead; menus cut the page out
Phase 1 (no handoff):
- lgs-native on every Steam window while native mode is live (daemon NATIVE_JS
  `all`, lgs_core sets it at injection), pooled popups included.
- Covers and plates are marked glassd's as soon as they are reported (optimistic),
  CSS glass back only if never acked within 1.5 s.
- Covers/plates that appear while animating are reported at their end state
  (seekEnd over all running animations) with appear timing; glassd ramps them
  from the page's own start time (appearAt).
- Pooled popups stay in the report while hidden and are measured as their content
  mounts ("armed"): glassd draws the glass ahead, lgs_sg builds the nodes in the
  same scene-graph update Steam inserts its panel in (panel watch), the hidden
  cover elements are pre-marked, glassd clears a surface's texture on hide.
- Plates inserted by a route are reported synchronously, ahead of the scroll
  deferral.

Phase 2 (menus):
- While a menu, alert or sheet is open in native mode, the page under it is cut
  out of Steam's texture (data-lgs-hole mask, faded on a registered property),
  held through the slab's out-ramp; the slab is transparent glass from the open.
- Modal layers are reported at once (no 607 ms settle wait).
2026-10-08 23:33:29 -04:00
MichaelScottsman dc3071aac0 Smooth transitions: sidebar width morph, window glass materialize, launcher plate exit
- Frame menu: measured expanded width so Steam's width transition animates;
  reporter sends cover.morph end shape + start time, glassd morphs the glass
  on the same spring (70 ms native lead).
- Main window: glass-mode change reported from the mutation callback and the
  cover marked data-lgs-cover="pending" (no opaque CSS window); glassd springs
  covers in/out; daemon keeps lgs-native 1.5 s between modes.
- Launcher: the name plate dissolves in place, then the label fades back.
2026-10-08 23:04:35 -04:00
MichaelScottsman ca69915d8f Platform packages P1-P10 built, reviewed and fixed (R1); P7 anchor fix (texture uv) and popup curvature; context round in progress 2026-10-07 12:42:46 -04:00
MichaelScottsman dd4f775645 WIP checkpoint: platform packages built (M3), core contexts C1a/C1c/C2a at M2, C4a at M3 2026-10-07 08:21:40 -04:00
MichaelScottsman 65ab8fc09b WIP checkpoint: phase 2 build round R1 interrupted by usage limit (contracts M1 for P1-P10, partial platform code, context M0 work) 2026-10-07 05:03:08 -04:00
MichaelScottsman 24dd796135 glassd material v2: edges from shape and light, not outlines; prism lensing, glass-over-glass, unknown-room fill, materialize phase, test backdrop 2026-10-07 02:46:19 -04:00
MichaelScottsman dfd77ec82d Native layer: glassd renderer, SteamVR scene-graph compositor + lgs-shell daemon, layer reporter + native CSS (built, reviewed, fixed; native mode opt-in) 2026-10-07 01:28:45 -04:00
MichaelScottsman 6dd9c9f052 SteamVR pages: mapped, themed, reviewed and fixed (frame controls, grab bar, Now Playing, settings, bindings, keyboard, overlays) 2026-10-07 00:31:50 -04:00
MichaelScottsman 5e924d3458 Phase 1 checkpoint: Steam UI theme areas, SteamVR page themes, native layer in progress 2026-10-06 23:49:43 -04:00
MichaelScottsman 7ee1310d18 native spikes: scene-graph layering + dmabuf overlays proven
- IVROverlayView reads system overlays (systemui, HeadsetView) but not
  Steam's dmabuf-backed panels
- SteamVR systemui scene graph accepts injected nodes (DOM elements with
  buildNode; submit via module 5723's scheduler): reparent-to-panel +
  panel-anchor + transform + panel shows live crops of Steam's window at
  any 3D offset, and our own dmabuf overlays (needs SetOverlayMouseScale)
- hvgrab: headset-view capture for verification
2026-10-06 22:53:36 -04:00