* Prepare Frame Control 0.4.31 with round-two validation
* State the x86 Linux runtime limit in smoke evidence
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Co-authored-by: SAPHID <saphid@users.noreply.github.com>
* Add opt-in Open at Login with tray startup
* Show login window when Linux tray has no visible icon
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Co-authored-by: SAPHID <saphid@users.noreply.github.com>
* Add bounded desktop power and heat observations with offline downloads
* Fix desktop power tests on Python 3.9
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Co-authored-by: SAPHID <saphid@users.noreply.github.com>
#38 built and bundled the native host into the Windows and both Linux
installers (adding a Linux ARM64 installer). Only the Windows installer
gets it now; the Linux and macOS installer jobs are as on main.
x264 is GPL and Windows encodes with Media Foundation, so the shipped
bundle leaves it out. desktop/build.py --with-x264 adds it for the
native CI jobs' headless protocol tests, which no longer upload their
bundles. The release job tests the packaged app's own bundle with its
bundled Python and checks x264 isn't in it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
host_view now picks the PC host on Windows only; Linux and macOS keep
the Mac view as on main, so #38's Linux adapter is never offered. The PC
host starts nothing, loads no native library and lists no windows until
the person ticks "Turn on PC in the headset" on the card (action
"enable" on /api/macview). Turning it off ends streams, viewers and the
helper. The choice is a client preference, like mvSeparate.
Tools lists "PC in the headset" on Windows only, beside the macOS-only
Mac link, with an Experimental tag and a short note on what hasn't been
tried. The Mac card's wording and Linux-portal tweaks from #38 go back
to main's, apart from the shared "your computer" hint.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Brings in #38's native PC host. The only conflict was ui/index.html: main
moved the macview card under Tools, so this keeps main's layout; #38's
loadMacView changes applied cleanly. Scoping to Windows and the
Experimental opt-in follow in separate commits.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Main's Import Android game panel joins Quest and Meta under Apps > Browse,
and its Import button (androidBackupOpen, which lived in the old Android
store header and would have thrown at startup here) is now an Add / Install
choice. docs/android-backups.md points to the new places.
Home's shortcuts (Type on the Frame and the rest) now show their tool before
focusing it, so typing works on the first tap and phones open the keyboard
(Sol review P3). A tool panel already in its workspace isn't moved again, which
also dropped focus on the follow-up hashchange.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Keeps the four primary destinations and ports main's newer work into them:
the Home "Right now" panel (volume, cast, quick actions) replaces the old
device block, whose readings now live in the header's headset popover; the
install queue sits above the Apps views; Import from my Quest and My Meta
library sit with Browse; the pad, panel switcher, Mac view and media panels
take main's markup. Scrolling follows main's #scroll container. Settings
stays a tab, so main's header gear is not added. The old .home-status
toggle is gone (main's startup test caught it touching a missing node).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Primary tabs become Apps (Installed / Browse / Linux apps), Games (Installed /
Owned / Store), Tools and Settings, with shortcuts 1-4 and one Add / Install
chooser for catalogs, Steam, Linux apps, files and install links. Installed
rows show identity, one state and Open/Stop; the rest moves to app details.
Review fixes (#106): input, touch, approvals, artwork repair, keyboard helper
delivery and catalogue jobs stay bound to the headset they were meant for;
report preview follows the latest consent; failed Store reads are not an empty
library; keyboard access to device details and the Store sheet; the iOS
bundle ships the artwork renderer and OpenXR resources; typed addresses and
custom SSH ports survive setup; WebKit crashes recover; native preferences
survive relaunch; APK update rollback and repair stay retryable.
Refs #101, #104, #106
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The desktop app can now open Meta's own login page (https://secure.oculus.com,
as BSManager's "Log in with Meta") in a window with its own session
(persist:meta-signin: sandboxed, context isolation, no preload or Node,
permissions refused). Navigation stays on https oculus.com, meta.com and
facebook.com; other links open in the system browser and other redirects are
stopped. The oc_ac_at cookie is read only from that session and only for
oculus.com, sent once per value through the server's existing connect path
(check_token, who am I, 0600 file), and the window closes. The page only gets
the server's answer, never the token. Disconnect also signs out of Meta in
Frame Control by clearing that session. Pasting a token stays as the fallback.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
electron-builder's 7-Zip compresses a bare arm64 ELF with its ARM64 branch
filter (method 0A), which the NSIS installer's extractor can't decode and
silently skips. Every installed Windows copy (0.4.0, 0.4.1) lacked
libXrApiLayer_FRAME_compat.so, so VR APK installs failed instantly.
- Commit and package the library as libXrApiLayer_FRAME_compat.so.gz
(byte-identical when decompressed; SHA-256 checked against the README);
frame_android decompresses it, and a corrupt file counts as missing.
- build.sh writes the .gz.
- check-resources.js also runs from the command line against an installed
copy, comparing every file with the unpacked build.
- release.yml: the Windows job installs the NSIS installer silently and runs
that check.
- Tests: no bare ELF under prebuilt/, packaging filter ships only the .gz.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- frame_android: a missing, unreadable or empty OpenXR compat layer no longer
aborts a VR install; it installs without the layer and says so (vr_issues),
unless the layer was asked for explicitly. Patch failures are named, and any
exception (not only FrameError) reaches the install hooks/telemetry.
- app/build/check-resources.js (electron-builder afterPack): the build fails if
the layer's arm64-v8a library or other required resources are missing.
- frame_telemetry: new fixed error categories layer_missing, apk_repack_failed,
tool_missing; ok=false without an error reports "other".
- server: install_finished carries xr_layer_missing when a VR APK installed
without the layer. docs/privacy.md lists every category and the new field.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Keep the union of server routes, desktop resources and responsive controls. Preserve OpenXR install defaults and telemetry hooks alongside library artwork. Adapt the resource test to single-file entries and avoid a completed-refresh race in the F-Droid test.
Co-Authored-By: GPT-6 Astra <noreply@openai.com>