Commit Graph
6 Commits
Author SHA1 Message Date
ToastconcernandClaude Opus 5.5 3469b77ca3 Frame Home on a PC with SteamVR (Windows, Linux); thumbnails from the spawn
- 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>
2026-10-21 14:37:49 -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 e9d670b755 Invisible walls: placed in Studio, and Meta's converted; Planet removed; submenu safe triangle
- 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>
2026-10-21 13:44:56 -05:00
ToastconcernandClaude Opus 5.5 8b0c2aa5a3 Studio: bundles (Bundle menu and Inspector tab), Sound into the Environment tab, tab labels no longer clipped
- 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>
2026-10-21 12:44:57 -05:00
ToastconcernandClaude Opus 5.5 73f879db6d Studio guide, License section in the README, Controls text for the Surface buttons
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-21 12:26:54 -05:00
ToastconcernandClaude Opus 5.5 96ef8a0a26 Docs: user guides in docs/ and a new front-page README
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>
2026-10-21 12:21:28 -05:00