59 Commits
Author SHA1 Message Date
Alex SouthwellandSAPHID 2320dc4d0e Bump Frame Control to 0.4.21 (#173)
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
2026-10-24 21:40:55 +00:00
Alex SouthwellandSAPHID 5c987ae8b8 Bump Frame Control to 0.4.20 (#167)
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
2026-10-24 13:32:38 +00:00
Alex SouthwellandSAPHID c690e691a3 Bump Frame Control to 0.4.19 (#162)
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
2026-10-24 12:04:30 +00:00
Alex SouthwellandSAPHID 0da1fe5077 Bump Frame Control to 0.4.18 (#161)
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
2026-10-24 10:53:48 +00:00
Alex SouthwellandSAPHID 241f538f99 Bump version to 0.4.17 (#153)
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
2026-10-24 08:43:00 +00:00
Alex SouthwellandSAPHID 040581a4c7 Bump Frame Control to 0.4.16 (#148)
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
2026-10-24 07:42:37 +00:00
Alex SouthwellandSAPHID b98e3e496f Bump Frame Control to 0.4.15 (#145)
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
2026-10-24 07:08:23 +00:00
Alex SouthwellandSAPHID a148e02d39 Add bounded read-only power and heat reports to desktop Tools (#144)
* Add bounded desktop power and heat observations with offline downloads

* Fix desktop power tests on Python 3.9

---------

Co-authored-by: SAPHID <saphid@users.noreply.github.com>
2026-10-24 06:58:19 +00:00
Alex SouthwellandSAPHID c7489a88eb Bump Frame Control to 0.4.14 (#141)
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
2026-10-24 06:09:59 +00:00
SAPHID c6215712fe Bump Frame Control to 0.4.13 2026-10-24 05:02:27 +00:00
SAPHID 49408dc171 Bump Frame Control to 0.4.12 2026-10-24 04:12:30 +00:00
SAPHID 2a9e7dcabf Bump Frame Control to 0.4.11 2026-10-24 03:34:25 +00:00
SAPHIDandClaude Opus 5.5 d72be95f25 Frame Control 0.4.10
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 01:15:19 +00:00
SAPHIDandClaude Opus 5.5 5fea1526ca Bundle the PC host in the Windows installer only, without x264
#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>
2026-10-24 00:29:12 +00:00
SAPHIDandClaude Opus 5.5 7a7dca70de PC in the headset: Windows only, Experimental and off until turned on
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>
2026-10-24 00:29:12 +00:00
SAPHIDandClaude Opus 5.5 8402a671ef Merge origin/pc-in-headset (PR #38) into feat/windows-pc-in-headset
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>
2026-10-24 00:14:24 +00:00
saphidandClaude Opus 5.5 172851971c Frame Control 0.4.9
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-20 23:25:36 +11:00
saphidandClaude Opus 5.5 9a5d697579 Merge main (0.4.8: Android game backups) into the four-tab structure; Home's shortcuts focus on the first tap
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>
2026-10-20 23:12:49 +11:00
saphidandClaude Opus 5.5 be9e7b5cda Merge feat/android-store-redesign (with main) into the Apps / Games / Tools / Settings structure
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>
2026-10-20 19:49:13 +11:00
saphidandClaude Opus 5.5 fed2249776 Apps / Games / Tools / Settings, one Add / Install flow, and the whole-app review fixes
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>
2026-10-20 15:08:09 +11:00
SAPHID b2485500e1 Import Android APK and OBB backups together 2026-10-20 03:54:17 +00:00
SAPHID b351fe7ad6 chore: resolve conflicts with main 2026-10-17 22:09:58 +00:00
saphid 5b35e9cc5d Merge current main and prepare Frame Control 0.4.7 2026-10-15 13:09:59 +11:00
saphid 8b9bd2119c Add searchable Steam Frame Control Center with live metrics 2026-10-14 18:40:59 +11:00
saphidandClaude Opus 5.5 1f51cc89d2 Frame Control 0.4.6
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 13:14:46 +11:00
saphid e144325375 Merge branch 'feat/quest-import' into feat/meta-library 2026-10-14 09:26:42 +11:00
saphidandClaude Opus 5.5 291b8ec295 My Meta library: Sign in with Meta in a Frame Control window
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>
2026-10-14 09:26:18 +11:00
saphidandClaude Opus 5.5 ee7951e8d0 Release 0.4.5
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 16:55:41 +11:00
saphidandClaude Opus 5.5 b89538f506 Release 0.4.4
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 15:36:27 +11:00
saphidandClaude Opus 5.5 218df4f312 Release 0.4.3
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 14:48:49 +11:00
saphidandClaude Opus 5.5 81bf646b0e Release 0.4.2
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-08 20:20:54 +11:00
saphidandClaude Opus 5.5 9d062b7ba0 Ship the OpenXR layer gzipped so the Windows installer installs it; CI installs and checks
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>
2026-10-08 18:47:00 +11:00
saphidandClaude Opus 5.5 0b9a165d83 APK installs: install VR apps without a missing OpenXR layer, fail packaging without it, categorize failures
- 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>
2026-10-08 18:38:15 +11:00
saphidandClaude Opus 5.5 551cc54bbc Release 0.4.1
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-05 23:07:51 +11:00
saphidandGPT-6 Astra 8fca0fe0a2 Merge origin/main into apk-store-fixes, preserving store and headset features
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>
2026-09-29 12:07:09 +10:00
saphidandClaude Opus 5.5 d9d538690e Merge origin/main into pc-in-headset
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 10:38:37 +10:00
saphidandClaude Opus 5.5 4bb7a1ee86 Merge main into frame-input: keyboard and trackpad alongside analytics, the Mac view and MCP
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 10:25:26 +10:00
Alex Southwell 363497fdd5 Merge pull request #20 from saphid/vr-apks
Run Quest and other VR APKs on the Frame: VR detection, launcher fix, OpenXR 1.1 compatibility layer
2026-09-29 10:13:11 +10:00
saphidandClaude Opus 5.5 e288946b81 Merge main into vr-apks: VR installs report through install_hooks like every other install
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 09:58:55 +10:00
saphidandClaude Opus 5.5 d970107716 Merge main into mac-in-headset: the Mac view alongside analytics and Report a problem
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-29 09:57:35 +10:00
saphidandClaude Opus 5.5 8315c7c3aa Merge vr-library (Steam library art, Play/Stop, refresh-art) into the store
Resolve CLI usage and POST table conflicts. Store installs now hand the
source's own image URLs (icon, banner, screenshots) to frame_android.install
as Steam artwork; before, they passed UI proxy paths (or nothing), so every
store install fell back to generated art.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 22:45:31 +10:00
saphid c5fc552c60 Add native PC capture adapters behind the shared panel viewer 2026-09-28 22:29:34 +10:00
saphidandGPT-6 Astra f695f398de Render complete Steam artwork for every sideload and fix VR shortcut identity
Add optional SteamGridDB settings, source-first fallbacks rendered with Steam canvas, backfill commands and shared APK/native library details. Verify live artwork and Open Saber Steam Play/Stop; document SuperTux's clipboard crash.

Co-Authored-By: GPT-6 Astra <noreply@openai.com>
2026-09-28 22:20:27 +10:00
saphidandClaude Opus 5.5 f10b5fe159 Package ui/apk_sources in the desktop app
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 21:55:04 +10:00
saphidandClaude Opus 5.5 5bf1268c82 Ship KDE Connect inside Frame Control instead of downloading it on the Frame
The keyboard and trackpad no longer fetch KDE Connect from Valve's package
repository on the Frame. The desktop apps and the iPhone app's Frame bundle
carry Valve's arm64 build of kdeconnect 24.02.2-1 and the five libraries it
links (kcontacts, kpeople, modemmanager-qt, pulseaudio-qt, libfakekey),
pinned by SHA-256 in frame/kdeconnect/packages.json and downloaded at build
time from the kdeconnect-frame-24.02.2-1 release, which also holds Valve's
complete source package for each.

On first use the computer copies them over its SSH connection (the iPhone
bundle already has them on the Frame); the agent checks each SHA-256,
unpacks them and stamps which build it is, so later starts copy nothing.
No internet on the Frame, 3.6 MB instead of 8 MB, 18 MB unpacked instead of
82 MB (ModemManager and friends were packaging-only dependencies).

GPL/LGPL compliance: frame/kdeconnect/NOTICE.md names each exact version,
licence and source; per-project licence texts in frame/kdeconnect/LICENSES;
THIRD_PARTY_NOTICES.md; an About and licences dialog in the app.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 21:07:20 +10:00
saphidandClaude Opus 5.5 9eeca79b5d Analytics, self-update and Report a problem
- Anonymous PostHog analytics (ui/frame_telemetry.py): usage on by default
  after a first-run notice; compatibility results and error details opt-in,
  offered together by the notice's "Share more to help fix problems" button.
  Random id, no person profiles or GeoIP, scrubbed text, an offline outbox,
  and "Show what's been sent" in the new Privacy panel. Inert without a
  project key, from a source checkout, or with DO_NOT_TRACK=1.
- APK installs now record install_failed when the APK itself won't install,
  and offer a 20-second test after installing. Opted-in reports reach the
  shared database through PostHog and `frame_compat_db.py sync`.
- The desktop app updates itself from published releases (app/updater.js):
  update.json from releases/latest/download, SHA-256 checked, no downgrades;
  macOS bundle swap, Windows NSIS, Linux AppImage, otherwise the release page.
  scripts/publish-release.sh publishes a tested draft with its manifest.
- Report a problem (header button, Privacy panel, Help menu) files a GitHub
  issue through the website's feedback API, with a previewed, scrubbed
  diagnostics snapshot; activity and logs only when asked for.

Reviewed by GPT-6 Astra (xhigh, read-only) three times; all findings fixed.
Docs: docs/privacy.md, docs/releasing.md.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 17:34:21 +10:00
saphidandClaude Opus 5.5 50d5e14539 Inject the OpenXR compatibility layer into VR APKs on install
VR apps with an arm64 OpenXR loader get frame/openxr-compat's layer unless
--no-xr-compat; the app bundle ships the layer. Verified on the Frame: Wolvic's
Quest build gets through OpenXR start-up, Open Brush still reaches FOCUSED.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 16:33:14 +10:00
saphidandClaude Opus 5.5 a3c6e5c984 Mac in the headset: stream Mac windows and screens into the Frame as panels
Frame Control can now show any Mac window, or a whole screen, as its own
SteamVR panel on the Steam Frame (Tools -> Mac in the headset, macOS only).
Place it with the SteamVR dashboard; the laser clicks and scrolls, and the
Mac's own keyboard types.

- mac/frame-mac-view (Swift, no dependencies): ScreenCaptureKit capture per
  window or display, VideoToolbox H.264 with low-latency rate control (JPEG
  fallback), a loopback HTTP/WebSocket server, CGEvent/AX input playback,
  and a display-awake assertion while anyone watches.
- ui/frame_macview.py: starts the agent, runs an ssh -R tunnel with a
  supervisor that reopens it on the same port, and launches a Chromium app
  window per stream on gamescope's :0, tagged with STEAM_GAME for its own panel.
- Frame Control's key never leaves the Mac: viewers get single-use,
  per-source tickets and reconnect keys that Stop revokes.
- ui/mac-view.html: WebCodecs decode, keyframe recovery, pointer/wheel/keys back.
- Bundled in the Mac app build; tests/test_macview.py builds and drives the
  agent on macOS.

Verified on the Frame (build 20260925.6191901) with the test pattern: panel
in about 1.5 s, about 60 fps, Mac-to-window about 11-17 ms, tunnel recovery
in 4 s. Laser input and real window capture still need a person in the headset.

Also commits the other thread's first-party rule (steam-frame skill) and
the first-party options table in docs/streaming.md.

Reviewed by GPT-6 Astra (xhigh, read-only) over six rounds; all findings fixed.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-28 13:33:46 +10:00
saphidandClaude Opus 5.5 636a4a47b7 Merge sideloading, install links and devkit pairing
Combines the three feature branches on bundle-deps. Conflicts in server.py,
index.html, preload.js, README and test_server.py keep both sides. The
web-install downloader now uses urllib's default HTTPS context, so the
bundled CA list from 770f26c applies to it on Windows too.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 20:39:52 +10:00
saphidandClaude Opus 5.5 6c4d387ef3 Sideload Linux and Windows builds as Steam Devkit Games
Dropping a game's .zip, folder or .exe on Send to Frame now adds it to the
headset's Steam library through Valve's SteamOS Devkit title path, with the
runtime picked from the program's header: Windows PE -> Proton Experimental
(steam_play=1), aarch64 ELF -> SteamLinuxRuntime_4-arm64, x86-64 ELF ->
SteamLinuxRuntime_4 (through FEX). Other architectures are refused.

- frame/devkit-utils: Valve's devkit-utils vendored unmodified (MIT,
  steamos-devkit v0.20260925.1), synced to ~/devkit-utils by stamp, bundled in
  the app and compiled in CI.
- ui/frame_titles.py: inspect (safe unzip, ELF/PE classification, launch
  target ranking), install(path, name=None, exe=None, runtime=None,
  progress=None), list, launch, remove, plus a CLI.
- ui/server.py: /api/titles (inspect/install/discard/launch/remove),
  /api/titles/job progress, and an upload mode 'title'.
- ui/index.html: confirm dialog (name, launch target, runtime), install
  progress, and a Sideloaded titles list with Launch and Remove. The app's
  preload passes a dropped folder's path.
- tests and docs/sideloading.md. Device-side behaviour is inferred from
  Valve's source; the headset was offline, so none of it has been checked on
  a Frame yet.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 20:38:14 +10:00