Commit Graph
12 Commits
Author SHA1 Message Date
ToastconcernandClaude Opus 4.8 c1ff887477 Remove the pc-streaming folder
Deletes pc-streaming/ (the experimental Windows D3D11 compositor proxy that
tried to make a home SteamVR's environment on a tethered PC, with its .def,
installer .ps1/.bat and notes) and everything that pointed at its files:

- CMakeLists: the frame-home-d3d11 proxy target.
- build-studio.sh: the Windows pc/ staging and the d3d11.dll build step.
- CI: the pc-home-windows job and the Windows Studio job's download/staging
  of FrameHome-PC-windows-x64.
- Studio: the Windows branch of the "This PC" installer (it ran the deleted
  .ps1); the feature is now Linux-only, where it installs the Vulkan layer.
- README and docs: the Windows PC download row, the PC-streaming highlight,
  and the dead Frame-Home-on-a-PC / pc-steamvr.md links.

FRAME_HOME_PC and the runtime OpenVR/Vulkan loader stay, so Frame Home still
builds for a PC; only the pc-streaming folder and its wiring are gone. The
Linux PC layer (layer/) and its install path are untouched.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-10-21 23:59:40 -05:00
ToastconcernandClaude Opus 4.8 64ad00fa1d Remove wall spots
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>
2026-10-21 23:22:34 -05:00
ToastconcernandClaude Opus 4.8 a0804df866 studio: finish UI polish pass and document themes + nav gizmo
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>
2026-10-21 23:05:31 -05:00
ToastconcernandClaude Opus 4.8 546d6767f6 Move the PC-streaming layer into pc-streaming/, apart from the Steam Frame build
The PC compositor-layer work (the Direct3D 11 proxy, its installer, its notes) now lives in pc-streaming/, clearly
separate and marked experimental, so the main project is the Steam Frame build and the fixes that help it. The PC
layer can't change the Steam Frame's home (the Steam Frame renders it on the headset), and this keeps it from
crowding the Steam Frame release while preserving it for a tethered PC headset.

The shared Windows renderer support (src/, behind #ifdef _WIN32 / FRAME_HOME_PC) stays put: it only compiles into a
PC build and never touches the Steam Frame build. Build and README references updated to the new paths.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-10-21 21:39:02 -05:00
ToastconcernandClaude Opus 4.8 d22cc04cb3 Frame Home as the real SteamVR environment on a PC (Windows too), not a home app
On the Steam Frame a layer inside SteamVR's compositor draws the home where it would draw Aurora, so the home is the
environment itself: at boot, during game loads, behind the Steam menu, with the controllers and passthrough, and it
steps aside for a game the instant it opens. On a PC this was faked with SteamVR's home-app slot and a flat 360 photo
in the gaps, which launched and handed off like an app and showed a picture, not the live home. This does it properly
on any PC that runs SteamVR, the Frame's way:

- Windows: the compositor is Direct3D 11, so the layer is a proxy d3d11.dll beside the compositor (layer/
  frame_home_layer_d3d11.cpp, built from the .def that forwards every other export to the real d3d11.dll, kept as
  fh_d3d11real.dll). It wraps the compositor's device, finds Aurora's draws by their shader bytecode and draws the
  home over the sky, leaving the floor and stars off; everything else passes straight through. Pure pass-through in
  any process that isn't vrcompositor.
- The home's frames cross from Frame Home (Vulkan) to the compositor (D3D11): the layer owns kSlots shared textures
  and hands Frame Home their NT handles over a named pipe; Frame Home imports them (VK_KHR_external_memory_win32) and
  renders into them. No cross-API lock — a slot is published only once the GPU has finished it and the four rotate,
  as on Linux. The shared State stays Frame Home's.
- The Environments panel runs frame-home --system and keeps it alive (one at a time, a pid file across panel
  restarts), the same systemEnv path as the Frame. The installer places/removes the proxy and marks the layer with a
  root/layer folder, in place of the old home-app registration and background pictures.
- Safe like the Vulkan layer: no home, or one stale over half a second, and the compositor draws Aurora as usual;
  the layer turns itself off after two unhealthy compositor starts, and root/layer/off turns it off by hand.

Linux keeps its Vulkan layer (unchanged). Verified without a headset on the null driver: the proxy loads and wraps
the compositor without crashing, recognises Aurora's shaders, and the frame hand-over completes (Frame Home connects,
imports the textures, renders). The compositor only draws the environment while presenting to a headset, so the final
on-headset image is the one step the null driver can't exercise.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-10-21 19:39:36 -05:00
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 5b449908e4 Docs follow the Headset menu and tab; tune's usage and settings comments corrected
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-21 12:22:22 -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