Commit Graph
425 Commits
Author SHA1 Message Date
spoopyghosty0 922f7f31d4 MR: scan the room in the headset - RoomView 3D capture with headset prompts, wall labels, agent 92
The agent records Valve's passthrough depth mesh (IVRBlockQueue + IVRPaths, Background/Overlay OpenVR app), converts
poses with the final raw->standing transform, shows pre-rendered prompts as a SteamVR overlay, then builds the room
with fp_roomscan (room_capture / room_capture_status). PC: rooms.scan, Frame page progress, frameport frame room scan.
FrameBridge reads the optional wall label (INVISIBLE_WALL_FACE). ROOM_FORMAT: outline orientation stated exactly.
2026-10-18 19:56:12 -04:00
spoopyghosty0 efe0ed9df8 Finish room launcher integration and document device validation 2026-10-18 19:56:11 -04:00
spoopyghosty0 5e087a7d6a Diagnose missing MR rooms and unsupported scene discovery 2026-10-18 19:56:11 -04:00
spoopyghosty0 427a2d79af Enable scene emulation for scene and spatial anchor games 2026-10-18 19:56:10 -04:00
spoopyghosty0 a9e7f95dfc Document scene implementation validation and exact device handoff 2026-10-18 19:48:27 -04:00
spoopyghosty0 030c0f676b MR: optional wall label in room.txt; in-headset scan prompts (render_prompts.py) 2026-10-18 19:47:13 -04:00
spoopyghosty0 4499949781 MR: Phase 0 findings - Valve's RoomView 3D mesh is readable through IVRBlockQueue/IVRPaths 2026-10-18 19:47:13 -04:00
spoopyghosty0 090f7fa1af MR: room file contract (room.txt, room-mesh.bin, scan dumps) 2026-10-18 19:47:12 -04:00
spoopyghosty0 12025e73dd Catalog: Test Quest MR (works)
Verified on the Frame 2026-10-18 with 0.2.1 (room, planes, mesh and anchors through FramePort; with frame.meta_permissions and scene_emul, the MR heuristics' picks).
2026-10-18 19:36:03 -04:00
spoopyghosty0 8d4fb7b6e1 Catalog: KillerFrequency and cubism (works)
Closes #402
Closes #403
2026-10-18 14:23:19 -04:00
spoopyghosty0 4b513e195f Gamepad for 2D apps: own button layout (swap sticks, swap A/B, own .kl lines) and Steam's controller log in diagnostics (#162); fix main's CI
Steam Input's per-game remapping doesn't reach a 2D app; device.steam_gamepad's options now change the buttons
inside the app: the launcher exports FRAMEPORT_GAMEPAD_LAYOUT/_KEYS, the agent's Podman wrapper mounts a per-game
key layout (agent v103). Diagnostics of such games carry gamepad.log and Steam's controller activation lines. The
game page shows a patch's on/off options under it while it's on.
CI: locales template refreshed; frame.main_process counts as a patch that works on the 32-bit bridge.
2026-10-18 12:57:04 -04:00
spoopyghosty0 104c003c44 frame.main_process: run a game activity that has its own process in the main one (#178)
Halo CE VR's HaloActivity runs in :halo_game; Lepton starts it directly and watches only the main process, which
never exists, so it closed the game about a minute in ('Target app ... did not start'). Analysis field
separate_process (ANALYSIS_VERSION 23), default-on patch, triage app-separate-process, PLAYBOOK row.
2026-10-18 12:35:48 -04:00
spoopyghosty0 b281cd5fdb Catalog: HardBullet (issues: cube loading screen, view freezes during loads)
Closes #385
2026-10-18 12:17:35 -04:00
spoopyghosty0 4fec0656ff OpenGL ES shader dump/fix offered for Unity games whose boot.config mentions Vulkan; either setting brings in the shader-fix layer (#382)
SynthRiders is analysed as 'Vulkan (Unity boot.config)' but renders with GLES on Zink, so the dump was hidden in
Game settings and session triage's suggestion was dropped; the dump setting alone also never added the layer.
2026-10-18 12:14:42 -04:00
spoopyghosty0 a205743561 Catalog: BattleTalent online rooms need Meta's account check, LAN works (#408) 2026-10-18 12:06:49 -04:00
spoopyghosty0 d801ff6bc8 Controller buttons: second button up and toward the other hand like Quest (Quest pair: Y = d-pad right, B = X; Mirror follows); d-pad touch is one sensor 2026-10-18 09:23:52 -04:00
spoopyghosty0 c469327590 Monitor: idle Frame no longer shows 100 % GPU (agent v102)
msm reported SteamVR's compositor engine time near 2^64, rising ~1000x faster than real time, so the summed GPU busy
was pinned at 100 % on an idle Frame. Each render fd is now tracked on its own; a delta longer than the interval
falls back to drm-cycles-gpu / GPU clock. Checked on the dev Frame: installed agent 100 %, this one 0.0 % at 231 MHz.
2026-10-18 08:51:02 -04:00
spoopyghosty0 33bb14e034 FrameBridge: cube-only frames as quads (#385); CI: lint, foveation test
HardBullet's loading frames submit only a cube layer, which the Frame's runtime doesn't composite, so the loading
screen stayed black. Adapter setting cube_quads (default on) draws a cube-only frame's six faces as quad layers
around the viewer; frames with a projection layer are unchanged. Adapter rebuilt on current main.

Also: the foveation test expected a numeric FOVE_LEVEL to pass through (Valve's layer ignores numbers since #394),
a long description line and an import order in adapter_dialog.py failed lint.
2026-10-17 21:52:39 -04:00
spoopyghosty0 0c06e1142f Install links: GitHub file pages become raw.githubusercontent.com; release manifests named via the API
The install page shows a manifest's name, description and icon only when the manifest's host allows CORS. GitHub file pages (github.com/<o>/<r>/blob|raw/<ref>/<path>) are now turned into their raw.githubusercontent.com address by the page (preview and the frameport:// link it hands over) and by deeplink.parse (a /blob/ page is HTML, so FramePort couldn't install from it). Release downloads can't be read by any web page: the page shows the release's name and the repo's description from GitHub's API instead of 'A game or app'. INSTALL_BUTTON.md says where to host a manifest.
2026-10-17 21:48:26 -04:00
spoopyghosty0 358db1360f quest_buttons: rebuild the adapter on current main, regenerate patch docs and translations 2026-10-17 21:44:01 -04:00
spoopyghosty0 5ae303fc45 Controller buttons: experimental (pill in Game settings and Settings, note in the guide) 2026-10-17 21:37:24 -04:00
spoopyghosty0 72edbebac1 Controller diagram: draw the Steam Frame controllers (d-pad, face buttons, sticks, View/Menu, Steam) 2026-10-17 21:37:09 -04:00
spoopyghosty0 ca80018d98 Device notes: quest_buttons accepted by the Frame runtime headless; OVRPort workspace collisions 2026-10-17 21:37:07 -04:00
spoopyghosty0 a585e24647 Rebuild reviewed adapters and record Round 2 validation 2026-10-17 21:36:42 -04:00
spoopyghosty0 b42d85d7c4 Fix Frame binding ownership and accepted Touch translation 2026-10-17 21:36:41 -04:00
spoopyghosty0 c9501bd446 Clarify controller mode support and Round 2 validation 2026-10-17 21:36:40 -04:00
spoopyghosty0 eab28b98c5 Controller diagram: draw d-pad arrows (the app's SVG renderer has no arrow glyphs) 2026-10-17 21:36:37 -04:00
spoopyghosty0 1f64d089e1 quest_buttons: bare trigger/squeeze/button paths map too (OpenXR resolves them to value/click) 2026-10-17 21:36:37 -04:00
spoopyghosty0 49de808650 Document Quest controller modes and integration checks 2026-10-17 21:36:35 -04:00
spoopyghosty0 31b4c684fe Add inherited Quest controller button preferences and mapping diagrams 2026-10-17 21:36:19 -04:00
spoopyghosty0 5d483746f9 Document native controller mode validation and device checks 2026-10-17 21:36:18 -04:00
spoopyghosty0 72d755973f Quest controller mode: contract and button mapping 2026-10-17 21:36:16 -04:00
spoopyghosty0 d02ff3c9aa Vulkan shim: leave out Lepton's Fossilize layer, blank shaders for refused pipelines (#349)
Transformers Beyond Reality: Redux ended its first frames with Unreal's "Shader compilation failures are
Fatal." With Lepton's Fossilize layer loaded every graphics pipeline failed with
VK_ERROR_OUT_OF_HOST_MEMORY, even a constant-colour one; the pipeline cache, the app's CPU allocator and
Valve's FDM/RPO layers were ruled out on the device. Without Fossilize a few multiview vertex shaders
still fail in Turnip.

- adapter.vk_no_fossilize: the shim removes VK_LAYER_fossilize from GraphicsEnv's debug layer list when
  the engine loads it (library constructor, same GraphicsEnv calls as zinkfix)
- adapter.vk_pipeline_fallback: a refused graphics pipeline is created again with a blank fragment
  shader, then blank vertex + fragment shaders
- catalog entry (status unknown, headless only), triage vulkan-pipeline-refused, PLAYBOOK, DEVICE_NOTES

Headless on the dev Frame: RUNNING after 78 s at 72 fps (was: exit within 21 s). Headset check pending.
2026-10-17 21:34:00 -04:00
spoopyghosty0 107215525f Save backups: choose the folder, quick actions, automatic snapshots (#352)
Settings -> Data picks the PC backup folder (e.g. a cloud-sync folder; old folders stay listed) and turns on
automatic snapshots (off by default): Quest launchers snapshot the saves when the game closes, under the launch lock,
keeping the newest three changed ones on the Frame, and FramePort imports them as automatic backups when it connects.
Agent v101. Checked on the Frame with BlazeRush (snapshot per close, one import per snapshot).
2026-10-17 21:29:32 -04:00
spoopyghosty0 a32e48367a Catalog: PrimedGun v2 without the Vulkan library rename (#254)
frame.vk_sanitize rewrote "libvulkan.so" in the game's library, but the game builds that name from two pieces, so it
asked for "libfp_vkn.so", Dawn found no Vulkan, fell back to OpenGL ES and left VR. Status stays unknown until it is
checked in the headset.
2026-10-17 21:28:09 -04:00
spoopyghosty0 95a226d54f Catalog: five working recipes from players (#395 #396 #397 #399 #401)
Summer Sports, Black Hole Pool, The Wizards, Surviving Mars: Pioneer and Survival Nation, all played in the headset.
Foveation choices left out (experimental, per player).

Closes #395
Closes #396
Closes #397
Closes #399
Closes #401
2026-10-17 21:19:06 -04:00
spoopyghosty0 01ad5e6b97 Foveation area size: use Valve's FOVE_LEVEL presets (#394)
The old radius setting exported FOVE_INNER/FOVE_OUTER, which Lepton doesn't pass into the container and Valve's
foveation layer doesn't read, so every size looked the same. Game settings now offers Default (large) / Large /
Medium / Small, exported as FOVE_LEVEL=lo/med/hi (the layer's own preset names); saved radius choices map to the
nearest preset. The agent's launcher update accepts FOVE_LEVEL.
2026-10-17 20:56:27 -04:00
spoopyghosty0 33d306a11e Catalog: Thief Simulator unsupported (install-source check, #368)
Quits at start with the game's own "installed from unknown source" message: Lepton installs the game itself at every
start and the Frame has no Meta store app, so the check can't pass.

Closes #368
2026-10-17 18:07:45 -04:00
spoopyghosty0 8e463a55de Catalog: Scared By Squares works (confirmed in the headset, #323) 2026-10-17 17:21:52 -04:00
spoopyghosty0 e0a9b5f7cb Catalog: Table Troopers (works)
Closes #391
2026-10-17 16:52:13 -04:00
spoopyghosty0 3e906d55cf Catalog: Spectre (works)
Closes #390
2026-10-17 16:51:02 -04:00
spoopyghosty0 5e668f33d3 Batman audio hooks: place stubs in verified free gaps, say which step failed
On the Frame the atomic-branch detours never installed ("installation failed"): an mmap hint isn't honoured,
so the stub landed out of B range. Stubs now go into free gaps from /proc/self/maps within +-128 MiB of the
entry, mapped with MAP_FIXED_NOREPLACE (a relocated result is rejected); no gap = no hook. Every failure logs
the target and the failing step.
2026-10-17 16:47:06 -04:00
spoopyghosty0 feb4658dde Batman audio hooks: publish detours with one atomic branch (#389, #34)
The detour helper from PR #34 (used by the metadata hook and PR #389's two geometry hooks) wrote a 16-byte
branch + literal in two steps while game threads may run the function (installation is retried from
xrPollEvent). Each hook now publishes a single aligned release-atomic AArch64 B to a stub within +-128 MiB;
the trampoline replays the one verified instruction and returns to entry+4. Every mprotect is checked;
failures before publication free the stub and trampoline and leave the function untouched; no stub in range =
no hook. Adapter artifacts rebuilt by us (the PR's binary isn't shipped).
2026-10-17 16:47:06 -04:00
Lucas-Mathieu 78fc926a48 Fix Batman audio geometry input lifetime across background loading 2026-10-17 16:47:05 -04:00
spoopyghosty0 0df1212bfe Showcase: the monitor shot waits for the frozen stream's replay
The Monitor tab asks the frozen fake stream to replay its history; on CI's slower runner the shot came
halfway through, so its numbers differed between renders ("three renders, no two alike"). New hook
monitor_settled waits until the replay is done.
2026-10-17 16:34:23 -04:00
spoopyghosty0 39fefd225f Steam library scheduling: now / later / off (#305)
Installing on the Frame restarted Steam to add the shortcuts, which also closed FramePort running there.
Settings -> Installing gets a Steam library mode: now (as before; restarts also wait while FramePort runs on
the Frame), later (no restart: Steam's next start re-applies and verifies the shortcuts through bounded
steam.service hooks) or off (no shortcuts; Play starts the game from FramePort). Restart Steam now bypasses
the holds and asks before ending a running game. Agent v99.

Based on the feature branch's two commits (a311498, cf05ce2), merged onto main.
2026-10-17 16:23:26 -04:00
spoopyghosty0 d7f0d51472 Foveation as a per-game setting; "Sharpness" is "Render resolution" (#365)
Foveation (Default / Eye-tracked / Fixed / Off, radius, test) moves from Customize to Game settings →
Picture. It's a user preference, not part of the recipe: existing recipes are migrated once and Share
working config leaves it out. Agent v98 set_settings rewrites only the launcher's foveation exports, so a
change applies at the next game start without a rebuild (checked on the Frame: Fixed adds the FDM exports,
Default removes them). The APK-side parts (Batman allocation fix, Climb 2 bridge) stay in the build.
The scale setting's label is now "Render resolution (supersampling)". ui_smoke: game-settings-dialog step.
2026-10-17 15:46:35 -04:00
spoopyghosty0 f996e5e7d9 Files: SD cards/drives and PC VR/Linux game folders as locations (#361)
Each drive the agent reports (SD card, USB, other Steam library drives) is a Files location with its free
space; read-only drives allow downloads only. Installed PC VR and Linux games get their install folder.
Agent v97: drives report read_only explicitly (checked on the Frame).
2026-10-17 15:29:59 -04:00
spoopyghosty0 1e1c435191 Headset model per game, Quest 3 by default (#373)
Games saw a Quest 2: OVRPort's dispatcher hardcodes the system name "Oculus Quest2" and a Quest 2
headset UUID (XR_META_headset_id), and OVRPlugin decides the headset type from the UUID first, then the
name. device.headset_model (Customize; Quest 3 default for every Quest game, also Quest 3S, Quest Pro,
Quest 2) rewrites both in the dispatcher after checking the original bytes; Quest 2 leaves the build
byte-identical. FrameBridge reports the same name to games that call the runtime directly. A library
migration adds the default to existing recipes (installed games show Update on Frame).
Lepton's ro.product.model ("Lepton") can't be overridden by boot properties, so Build.MODEL is unchanged.

Verified on the Frame: OVRPlugin logs "systemName Meta Quest 3" (was "Oculus Quest2").
2026-10-17 15:18:45 -04:00
spoopyghosty0 33942aa509 Catalog: CrazyTaxiVR (works)
Closes #380
2026-10-17 15:08:55 -04:00