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
- 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>
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>
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>
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>
- 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>
- 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>
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>