8 Commits
Author SHA1 Message Date
ToastconcernandClaude Opus 5.5 6d0b4fcd2f v0.2.0: splats, copy/paste, faster homes, seat facing, and a full bug sweep
Frame Studio
- Gaussian splats (PLY, SPZ v2-v4), PLY vertex colours, panorama skies
- Copy, cut, paste and duplicate for objects, splats and world items
- Walkable-area rebake moved off the UI thread; viewport one frame sooner;
  refresh-locked pacing (FS_PACE=timer for the old one)
- Fixed: bundle thumbnail use-after-free crash, auto-save deleting
  environments, saves into scratch copies, edits lost on non-ASCII paths,
  unopenable manifests with inf/nan, bundle save data loss, opening a home
  marking it changed, gizmo NaN, long paths, many malformed-file crashes
- Updater verifies sha256, journals the swap and never leaves the exe missing

Frame Home
- Seats turn you to face their way
- Draw batching (Hand Tutorials up to ~20% less GPU time), cut-out EQUAL pass,
  late head-pose read before submit
- Proper queue-family hand-over to the compositor layer; layer descriptor
  generations and seqlocked slots; structural SPIR-V check
- Fixed: hangs/crashes on damaged .fenv files and shaders, render-pass
  validation error, sync hazard in the foveation smoothing pass, unverified
  update downloads, half-done installs

Tests: tests_loco/env_share/spv_check wired into CMake (FRAME_TESTS) and CI.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VsaXGU27gsrXjDoFtyFJP9
2026-10-25 13:15:07 -05:00
ToastconcernandClaude Opus 5.5 91d9be5194 Frame Home release builds keep libdeflate and load only what SteamOS has; Studio builds without a payload outside CI
- CI installs libdeflate-dev and CMake prefers its static library: APK homes
  unpack as fast as with the headset-built programs, with no new dependency.
- build-frame-home.sh --ci fails when a headset program needs a library
  beyond libc/libm/libdl/libpthread/libstdc++/libgcc_s.
- Studio's CMake requires a complete payload only in CI (or with
  FRAME_HOME_REQUIRE_PAYLOAD); a developer build without one warns, leaves out
  frame/, and Install on Steam Frame says the headset files are missing.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 16:40:40 -05:00
KevinandCopilot 8d7fdfd305 ci: Build Frame Home in CI
Build Frame Home payload in CI

Build the ARM64 headset payload against the glibc 2.39 baseline, validate its ABI,
and pass the generated artifact to Studio packaging.

Add provenance attestations and document CI and local build modes.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-10-24 18:51:06 +02:00
ToastconcernandClaude Opus 5.5 fedadd5ae3 Updates: Frame Studio and Frame Home update themselves from GitHub
CI stamps every Studio build with its commit (FRAME_BUILD) and the
release gets latest.json: the commit, Frame Home's identity (a hash of
the headset programs in frame/payload) and the files in the release.

Frame Studio (studio/updater.h): checks a few seconds after start and
every 6 hours (Help > Check for Updates any time). A newer build shows
"Update Available" in the top bar; Download and Install fetches this
computer's build with the system's curl, unpacks it with tar, and swaps
each item in (the old one renamed aside first, so the running copy
keeps working and a failure rolls everything back). Restart Now closes
through the normal unsaved-changes prompt, then starts the new copy;
the next start deletes what was set aside. Local builds never update.
New platform calls: systemTool (System32's curl/tar on Windows) and
launch.

Frame Home (src/switcher.cpp): on the Steam Frame the Environments
panel checks a minute after it starts and every 6 hours. When the
installed programs' hash isn't the release's, "Update Frame Home"
shows beside Restart Frame Home; it downloads FrameHome-installer.zip
and runs its install.sh in its own session (which restarts Frame Home
and the panel), and the new panel says "Frame Home is updated". Also
frame-switcher --check-update / --update from a terminal.
frame/payload: frame-switcher rebuilt on the Steam Frame with this.

Tested: Studio's full cycle (check, download, unpack, swap, relaunch,
cleanup) and its rollback against a local fake release on Windows; the
headset's check and update against a fake release on the Frame (old
panel and Frame Home replaced, then up to date); Linux compile of
Studio; Studio --selftest unchanged (98 passed, same 6 known fails).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 11:40:23 -05:00
ToastconcernandClaude Opus 5.5 9b28f864d3 ci: fix the Windows and Linux x86 builds
Every Windows job and Linux x86 were failing; reproduced each locally (MSVC 18
x64/x86, gcc -m32) and fixed:

- studio.cpp: thumbnail buffers were named `small`, which Windows' rpcndr.h
  #defines to `char`, so MSVC saw `std::vector<u8> char(...)`. Renamed to
  `scaled`. (All three Windows builds.)
- 32-bit x86: astcenc's SSE4.1 code calls __builtin_popcountll on 32-bit
  MSVC, which doesn't exist; 32-bit builds now use astcenc's plain backend.
- opus defaulted to the DLL C runtime while the app links the static one;
  x86 MSVC can't link that mix (__except_handler4_common). OPUS_STATIC_RUNTIME.
- 32-bit gcc/clang: turn on SSE2 (-msse2 -mfpmath=sse) as MSVC does; rtm
  (under ACL) uses SSE intrinsics on any x86.
- CI Linux x86: install the i386 X11 dev packages; GLFW couldn't find a
  32-bit libX11 to link.

The x86 and x64 Windows builds pass the same --selftest checks (97/104; the
7 failures are pre-existing and identical on both).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-22 10:56:57 -05:00
ToastconcernandClaude Opus 5.5 b0609d3664 Studio: movable areas and workspaces in Frame Studio's own Blender-like style
- ImGui's docking branch (1.91.5): the 3D Viewport, Outliner, Properties and Timeline are areas on a gutter, each
  with a header. Drag an area by its header's editor button to dock it elsewhere (as a tab, or splitting an area);
  click it to show another editor there. Layouts are kept between runs; Window > Reset Layout restores them.
- Workspaces in the top bar: Layout, Walking, Headset. Ctrl+Space maximizes the 3D Viewport.
- 3D Viewport header: Arrange / Draw Floor, View, Select, Add, Object menus, Global / Local, the world layer and
  shading (Material, Solid, Wireframe; GPU Cost, Overdraw, Leave Out in its menu). In the view: the toolbar (T), a
  chip naming the home and selection, navigation buttons under the axes, a sidebar (N: Item, Tool, View).
- Properties: tabs as icons down its left edge (Object, World, Environment, Bundle, Headset); sections are panels on
  lighter boxes; labels right-aligned in a column. Sound is part of the Environment tab.
- Timeline: transport in its header, a ruler in seconds with the playhead. Status bar: what the mouse does.
- Keys: Shift+A add menu, X asks before deleting, F3 menu search, Alt+A, Space, Numpad 1/3/7 views, T, N.
- Inter (SIL OFL) built in as the interface font; a palette of cool greys, one blue, Frame Studio's orange.
- ImGui patches (marked Frame Studio): the submenu triangle, and dropdown arrows drawn small on the field.
- Self-test: an area dragged to dock elsewhere, Reset Layout, workspaces, F3 (104/104).
- Guides follow the new menus.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-21 14:14:46 -05:00
ToastconcernandClaude Opus 5.5 cb64b1a238 Fix Clang and 32-bit builds; look right on Linux and macOS
- ImGuizmo is compiled with -fno-strict-aliasing on GCC/Clang: its type
  punning let Clang for x64 turn gizmo drags into NaN transforms
- 32-bit: the .fenv packer keeps LZMA within a 32-bit address space (saves
  failed with out-of-memory); failed saves are logged
- std::to_string of file times and the 32-bit descriptor handle cast compile
  on every standard library
- Linux fonts: Noto Sans, then Liberation Sans, then DejaVu; the Play/Pause
  button sizes to its label; macOS fonts are rasterized at Retina density
- self-test stages allow at least 3000 frames (software GPUs draw ~30 a second)
- headset payload rebuilt from this source

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-21 12:03:25 -05:00
ToastconcernandClaude Opus 5.5 f7345a5ac3 Frame Studio and Frame Home: cross-platform builds
Frame Studio now builds for Windows (x64, x86, ARM64), Linux (x64, x86, ARM64)
and macOS (Apple Silicon, Intel):
- studio/platform.h with Win32 and POSIX implementations (dialogs through
  tinyfiledialogs on Linux/macOS), a GLFW window beside the Win32 one, and a
  platform-neutral frame pacer
- MoltenVK support in the renderer (portability enumeration) and bundled in
  the macOS app
- 32-bit builds: large-address-aware, LZMA packing within a 32-bit address space
- unaligned file reads in the loaders go through loadUnaligned (no UB)
- scripts/build-studio.sh, studio/build_windows.bat [x64|x86|arm64],
  cmake/llvm-mingw.cmake, and a GitHub Actions workflow building every target

Frame Home installs without Studio: frame/install-frame-home.{sh,ps1} and
"Install Frame Home.bat" (packaged as FrameHome-installer.zip).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-21 12:03:25 -05:00