- Plain words: patch titles lose bracketed internals unless Show technical details is on (C.patch_title); a passed launch test just says so, how far it got shows only when it fails (C.test_line); Frame page readiness says Quest games / PC VR games and storage drops the file system (reason in a tooltip); the failure pop-up says where it stopped, that Resume continues and that saves and signing keys are kept. Engine and VR API stay on the game page; the OpenXR runtime and game launch capacity checks stay; the first start still names its tools.
- Readable dim text: TEXT_3 is #868A96 (Portal, Portal OLED) and #868B9C (Original), at least 4.5:1 on the window, sidebar, cards and raised panels (was 3.6-4.4:1); a test keeps the built-in themes there.
- Quieter empty tabs: the not-connected Files, Screenshots, Live view, Type on Frame and Monitor tabs show one sentence and Connect above a faint sketch of the tab (C.ghost_preview) instead of three feature cards; the Live view shows one Start button and no feature cards.
- The connect page has one way in: "Set up your Frame" up front (no password, nothing changes until you allow it), "Already set up?" below, the address and password behind "Connect by address…"; no 1/2/3 numbers.
- Consistency: every switch is C.switch, with the portal gradient painted under a transparent track (the real Switch keeps keyboard, focus and semantics), a dark thumb with a check when on and a grey one with a cross when off (the same size); where a patch came from is blue information, not orange; the platform filter says "Quest/Android"; the welcome screen says "Set up your Frame".
- Showcase: the live-view shot waits for "Ready when you are"; the install video clicks "Set up your Frame".
The portal is drawn as two layers around the cover (portal_back: shadow, hole, PC half; portal_front: Frame half), arcs of one ellipse in a shared viewBox. The track is taller than the cover so the ring shows above and below it. Shadow faked with stacked translucent outlines (flutter_svg has no filters). TRANSIT_REV 2.
- updates.snooze()/hidden(): the update banner's "Not now" hides a version for 24 h (update.snoozed); "Skip this version" unchanged
- Frame page: "Switch Frame…" opens a picker of remembered Frames (+ "Find another Frame…"); separate Disconnect button
- Labels: Update Steam art on Frame, Reset to suggested recipe… (asks first; pipeline.reset_recipe without the duplicated Rift branch), Uninstall from this PC…, Change program…, Share working recipe…, Force quit/End game…, ellipsis on everything that opens a dialog/picker or asks
- One Developer Mode path (Settings → System → Enable Developer Mode / Settings → Developer → Pair new host); linux_app help points to FEX
- tr() for the remaining visible strings (install status, job stages, update dialog, settings, files); this PC, recipe, program, for example, 50%, US spelling, Steam IDs, arm64
- Long callouts (live view, Type on Frame, pairing, library empty state) shortened, details in help texts
- tests/test_ui_text.py: untranslated literals, "..."/"e.g.", vocabulary, Switch Frame not wired to disconnect; snooze expiry test
- Dual themes: "Frame" (accent), a small tilted portal (rim from the accent into SECONDARY around a dark hole,
generated in the active theme's colours, also for installed themes: glyphs.portal_mark), "Port" (SECONDARY)
- Glyphs: stroke 2 (was 1.75, lighter than Material's icons); menu items tint them TEXT like Material's own icons
- ui_smoke: waits until the web server listens (a fixed 6 s failed with a second smoke run on the machine)
- Built-ins: Portal (default), Portal (OLED) (true black) and Original (the former violet; "classic" still maps to it)
- Portal now uses both of the logo's portals: orange stays the main action and selection; the new SECONDARY token
(blue) colours outlined buttons, progress bars and switch tracks; "dual" themes add the blue-to-orange sidebar
edge, the two-colour wordmark and the selected tab's fade. Original looks exactly as before
- Theme files: <data>/themes/*.json (name, base, dual, any subset of the colour tokens), checked on install (dark
background, readable text, known colours; T.ThemeError says why). Settings -> Appearance: "Install theme file...",
"Copy this theme as a file" (a template), a bin icon removes an installed theme
- docs/THEMES.md + docs/themes/example-theme.json (kept valid by a test); ui_smoke --themes includes installed themes
- Logo (a monitor that goes through a tilted portal and comes out as the Steam Frame) in the sidebar and welcome
screen; src/assets/icon.png is the bundles' app icon (flet build; PyInstaller fallback via --icon)
- 24 px line glyphs (ui/icons/glyphs, ui/glyphs.py) replace Material icons for FramePort's own concepts: Frame,
launch test, PC, live view, screenshots, Type on Frame, verified recipe, rebuild; shown as tinted images through
C.as_icon and the button/menu helpers (same size as the Material icons next to them)
- Colour themes, dark only: "portal" (default; orange accent, blue PC side, status colours chosen so warnings never
read as the accent) and "classic" (the previous violet). Settings -> Appearance theme cards switch live:
app.restyle() rebuilds the shell and drops cached views (setting ui.theme)
- Theme colours are read when building: default arguments no longer capture tokens, module-level colour maps refill
through T.on_change; tests/test_theme.py checks both
- ui_smoke.py --themes renders the picker and every theme after a live switch