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
Wall spots were markers for where SteamVR panels/windows could dock on a
home's walls (Meta's WallPlacementComponent). Removed the feature end to
end: the WorldWallSpot type and its JSON/binary serialization, the loader
that read WallPlacementComponent, auto-generation of spots and the hotspots
placed in front of them, the Studio editor's Wall Spot kind (Add menu,
properties, overlay draw, picking, selection, report), the debug overlay,
the home report counts, and the walktest viz. The PanelDock subsystem
(src/panel_dock.h) existed only to dock panels onto wall spots and is
deleted with its use in Frame Home's frame loop.
Baked scene format is bumped to v14: new bakes omit wall spots, and older
baked scenes still load (the wall-spot block is read past). Collision walls
(WorldCollider::Wall) are unaffected — only the panel-placement markers are
gone. Docs updated.
Note: the pre-existing FRAME_HOME_PC Windows build break in walkgrid.h
(the `near` macro) is unrelated and left as-is.
Co-Authored-By: Claude Opus 4.8 <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>