/changelog/ shows every release's What's new part (the same parts the app's
changelog shows): the dev build as Coming next, the latest release large,
then a timeline; the home page shows the latest changes. Release jobs
restart the pages workflow so a new release appears on the site.
- Hero, Frame side: the card is gone; the game opens into an abstract VR world (three.js, look around by dragging or
tilting the phone) or into particles that gather into a shape for the game. A TEMPORARY toggle under the scene
switches between the two for comparison. three.js loads only when the hero is on screen.
- A Steam Frame you can turn (the logo's visor, extruded) next to "Connect the Frame".
- No pictures of the app on the page: the carousel's slides are live copies of its screens (type, drop a file, end a
process, switch themes), the video tiles play short silent loops (made at build time with ffmpeg), the install
button is a live control.
- Scroll story: the hero flies toward its portal, the install log completes line by line, section lines draw in.
- Everything reacts: a portal light follows the pointer, clicks on empty space ripple blue then orange, headings rise
in word by word and light up under the pointer, labels unscramble, numbers count up, each icon moves its own way.
- Hero: the Frame-side card is the game running in the headset (one view per eye, the scene moving), switching on
as it lands while its frame rate climbs to 72 and the pacing line draws.
- App demo: working search, right-click menu, select several and install them (queued), install from a link (the
app's link rules), Screenshots tab with a viewer, Settings with the real themes switching live, Files that take
real files from the desktop (they never leave the tab), process table with End, Live view quality, launch-test
result, technical patch ids, toasts; Wi-Fi or USB cable when connecting. Progress ticks no longer rebuild the page.
- Screenshots: a carousel (arrows, keys, swipe, thumbnails, autoplay that pauses for the reader, full screen).
- Compared: four headline differences (free and open source first), every difference as user questions behind
"Show all differences"; the README says the same.
- Wi-Fi or USB cable said everywhere; the setup command explains itself part by part; first-start steps per system.
- Field notes removed, the notice kept in its own band.
- Built on: contributors wall (code, pull requests, issues; scripts/contributors.mjs, saved list as fallback).
- Docs: user-facing docs/*.md as pages (links rewritten, GitHub heading ids, contents with scroll position, copy
buttons).
- Games board rows open to show the recipe; the install log replays with another tested game.
site/ (Astro 7, static, served at spoopyghosty0.github.io/frameport/) takes the Portal look of the UI refresh:
- Hero: a catalog game crosses the logo's tilted portal, from an APK on the PC's (blue) side to a game in the
Steam library on the Frame's (orange) side; reduced motion holds it halfway, like the logo.
- How it works as one real recipe's install log (PC stages blue, Frame stages orange), the showcase tour and
screenshots (synced from docs/ at build time, never by hand), field notes on what doesn't work, install steps,
credits.
- Games board from catalog/games: prebuilt at build time, then refreshed in the browser from main (one contents
API call, only changed files fetched, 6 h localStorage cache); any failure keeps the built list.
- /install/?manifest=…|?url=…: where an "Install with FramePort" button lands; opens frameport://install, and if
FramePort didn't take it, says how to get it (download for this OS, try again, copy the link). Link rules mirror
deeplink.check_url; node tests cover them and the board's rows.
.github/workflows/pages.yml builds and deploys on main (Settings → Pages → Source: GitHub Actions, once).