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>
Viewport shading toolbar: a thin divider now separates the world-layer
overlay toggle from the Wireframe/Solid/Material shading buttons, so the
two groups read as distinct sets of controls rather than a run of icons.
Properties tab column: the open tab gets a blue accent bar on its left
edge, and the tab icons are theme-aware (the active and hovered icons use
the theme's text colour, the rest its muted colour) instead of hardcoded
greys that washed out on light themes.
README and the Studio guide now cover the navigation gizmo (drag to orbit,
click an axis to snap to that view) and the Window > Theme palette.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- src/home_platform.h: what Frame Home and the panel need from the system (paths, finding and stopping each
other, running a tool, restarting, priorities) for SteamOS, Windows and Linux PCs. On a PC the environments are
Frame Studio's My Environments; Frame Home's own files in %LOCALAPPDATA%\Frame Home (Windows).
- src/openvr_loader.cpp: a PC build finds SteamVR's own OpenVR library at run time (openvrpaths.vrpath), so it runs
on any PC with SteamVR; Vulkan through volk. CMake: FRAME_HOME_PC (default on Windows and x86-64 Linux); the Steam
Frame build is unchanged.
- Windows: Frame Home is SteamVR's home app; SteamVR's classic environment shows a 360-degree picture of the current
home from its spawn (frame-home --panorama --spawn, made by the panel when the home changes) instead of Aurora
while Frame Home starts. Linux PCs: the Steam Frame's compositor layer, as on the headset.
- frame/pc: install-frame-home-pc.ps1 (+ .bat): online through SteamVR's API or offline in its config files; the
SteamVR settings it changes are saved and restored exactly on -Uninstall (tested in a sandbox both ways).
frame-switcher --uninstall. Studio: Properties > Headset > This PC installs it from pc/ beside Studio.
- Packaging and CI: pc/ in the Windows x64 and Linux x64 Studio downloads; FrameHome-PC-windows-x64.zip.
- Thumbnails come from where Frame Home starts you (the first spawn, eyes 1.6 m up): Studio's saves and the
panel's (frame-home --snapshot --spawn).
- docs/pc-steamvr.md.
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>
- World > Add > Invisible Wall: a 2 x 2.5 m box (Object role) standing on the floor across the view. Frame Home
never draws it; it stops you and is never stood on.
- Meta's invisible walls (a solid collider with nothing drawn, 2 m or taller: Cascadia's, Space Station's, Desert
Terrace's, Haven's) load as invisible walls instead of surfaces, so the play space they bound holds.
- Walk grid: a drawn floor's edge exemption no longer applies within a body's radius of a wall, so a wall through a
drawn floor takes that floor away. tools/walktest/wallcheck: walls at every angle never have walkable area inside.
- New items land on the home's own surfaces when the spot is beyond the walkable area.
- The Planet (World > Add > Planet, Planet Pull) is gone; older files' planet zones still load.
- ImGui menus: a safe triangle from where the pointer was on the item to the whole submenu; crossing other items
on the way neither opens them nor closes it (resting 0.3 s still does).
- Self-test: invisible wall placed, walked into (with and without the area), through a drawn floor, undone (98/98).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Bundle tab: name, environments with their pictures (read in place), add the open one / My Environments / any
.fenv, reorder, remove, double-click to open (unpacked first), Save / Save As, Install on Steam Frame (onto the
Headset tab's list), Unpack into My Environments. Saving and unpacking run in the background.
- .fbundle opens from File > Open, the Bundle menu or a drop; the installer takes bundles and shows the first .fenv.
- HslRenderer::createPicture / releasePicture for UI thumbnails.
- Inspector tabs: ImGui draws a tab's label with the padding at BeginTabBar, so the snug padding is pushed there too.
- Self-test: bundle make, save, validate, reopen and unpack (93/93).
- docs/bundles.md written; Studio guide and README follow.
- Linux: no GLFW_INCLUDE_NONE redefinition, freopen's result checked.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Getting started, headset setup, installing and using Frame Home, the .fenv
format and fenv-tool, performance, building, troubleshooting, and an index.
Stubs for the Studio guide and bundles.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>