A failed token refresh returned the stored access token even after it had expired, so the next request failed with a generic error instead of asking to sign in again. The stored token is now returned only while it is still valid.
The Epic docs now say that achievements are sent with Epic's launcher user agent, which the achievements service requires.
Both store modules are rewritten from a protocol-level spec: new Rust engines behind a small JNI surface (nativeCall/nativeInstall) and thin Kotlin facades, with the launcher's own user agent.
Epic: sign-in carries over, library, manifest download with byte-exact verification, assembly, uninstall, launch arguments, achievements.
Amazon: sign-in carries over, library, manifest download with per-file hash checks, path checks, executable detection from fuel.json, uninstall.
On-disk install layout is unchanged, so existing installs keep working.
Store game pages now take controller focus on their lead hero action (Install, Uninstall, Pause, Resume, Get, Buy), fall back to Back, and keep D-pad focus inside the page while it covers the library.
Space checks before Epic, GOG and Amazon installs (measured zero vs unknown), clear failure reasons with retry/clear, resume-aware checks, and safe per-file replacement so a failed or cancelled update never breaks an installed game.
Epic installs stream chunks straight into staged files in parallel (most bytes written once, a small budgeted cache for shared chunks, about 1x game size instead of 2x), pace updates by free space, and keep the lookahead, batch and bounded Java writers as hidden alternatives.
Co-authored-by: Juan Marti Mercado <[email protected]>
Co-authored-by: The412Banner <[email protected]>
* fix: desktop session: Shift no longer stays held after typing capitals on a physical keyboard
Android repeats a held key as more key presses. Those were forwarded to the
session as more wl_keyboard presses, and KWin's xkb counts every press of a
modifier, so Shift held for a few capitals took several presses and one
release and stayed held: digits typed !@#, letters stayed capital. The same
applied to Ctrl and Alt.
- the compositor no longer sends a press for a key that is already down;
releases always go through (clients repeat keys themselves from the
repeat_info it already sends)
- the app stops forwarding Android's repeat events for keyboard keys
Reported by whatsupbros with a Keychron Q7 over USB - thank you.
* Remove stale comments from statx patch
---------
Co-authored-by: The412Banner <[email protected]>
Co-authored-by: xXJsonDeruloXx <[email protected]>
droiddeck-msi-install: a DuplicateFile entry onto the file itself (dotnet.exe in the .NET host MSI) is skipped like Windows Installer does, instead of stopping the whole install with SameFileError. Fixes .NET Desktop 3/6/7/8, .NET Core 3 and .NET 5. Thanks to whatsupbros for finding and tracing it.
* Add translations for 23 more languages and fill missing strings
* Translate the strings added in main into every language
Cardboard VR and the session drawer's component downloads in all 31
languages, the game details facts and HowLongToBeat labels in the 23 new
ones, and the reworded Components page note there.
* Add opt-in zRAM compression for the Steam client while a game runs
A "zRAM compression" toggle under Steam > Settings > Session, below
"Keep downloads running". Off by default, kept once set, and disabled
on devices without swap or with a kernel older than 5.4.
When on, the session watches for Steam's reaper. 20 s into a game the
client and its web helpers page their private anonymous memory out to
the device's zram with MADV_PAGEOUT from inside their own process
(libblsession zram.c, SIGURG), again every 5 minutes, and read every
swapped page back once the game exits. No root is needed: only a
process itself may do this without CAP_SYS_NICE. With the toggle off
nothing is installed or started.
RedMagic NP06J, Palworld: Steam's resident memory fell from ~1.7 GB to
~1.1 GB with ~560 MB in zram, available memory during play rose by
~0.5-0.8 GB, and ~2 MB was left in zram after the read-back.
* Turn zRAM compression on by default below 12 GB of RAM
Until the toggle is changed, it follows the device: on when the kernel
supports it and the device has less than 12 GB of RAM, read from the
advertised memory size on Android 14+ and from total memory before that.
Turning it off is kept.
---------
Co-authored-by: xXJsonDeruloXx <[email protected]>
* feat: add Cardboard mode with side-by-side lens-distorted eyes and 3DoF head tracking
* fix: derive the Cardboard field of view from the panel and recentre fully when far from upright
* feat: share the Cardboard head pose with the guest and add a SteamVR driver for it
* feat: run SteamVR's compositor on Turnip/KGSL with a display-extension layer and a driver-direct HMD
* feat: show SteamVR frames in Cardboard mode through a driver-side presenter and a fake direct-mode display
* feat: install and start SteamVR for Cardboard mode from the session drawer
* docs: describe Cardboard mode and the SteamVR path
* feat: drive SteamVR hands from the game pad and keep the Cardboard headset out of standby
* docs: record where the SteamVR dashboard stops
* fix: map Cardboard head tracking to the screen's axes and keep turns about the real vertical as yaw
* fix: give Cardboard its previous picture back when SteamVR stops
* fix: report sem_otime from emulated SysV semaphores so SteamVR's web helper can start
* fix: bridge SteamVR's shared semaphores across processes and keep Steam alive while SteamVR runs
* feat: present SteamVR straight to DroidDeck's compositor at panel resolution
* docs: update Cardboard VR notes for the dashboard, semaphore bridge and direct presenter
* fix: keep Wine and FEX signal handlers in the VR layer; add semaphore tracing
* fix: clear a stale SteamVR active marker on status
* fix: clear only an old SteamVR active marker
* fix: unblock SteamVR clients on Turnip and keep Steam's web helper alive across SteamVR runs
* fix: judge shared waits before a submit's own signals and on Vulkan 1.0 devices
* docs: record VR games, SteamVR Home and OpenXR results on the Thor
* docs: add Cardboard VR learnings from the Thor bring-up
* docs: add Cardboard VR screenshots from the Thor
* fix: keep the VR layer's display stand-in to SteamVR runs and clear a leftover marker at session start
* fix: report SteamVR start and stop failures from the helper's exit code
* feat(): gog & epic achievements UI
* feat(): AI-generated translations - Please get review for these
* build_local: run on macOS hosts with Docker Desktop
Two steps of tools/build_local.sh failed on a Mac:
- The uruntime staging runs on the host, where macOS's BSD install has
no -D, so `install -Dm644` stopped with "No such file or directory".
The folders are now made first and the files copied with install -m644.
- Inside the cross-compile container, Docker Desktop's VirtioFS share
now and then refuses the chmod that install -m makes (EPERM, on a
different file each run, e.g. "setting permissions for
.../droiddeck-esync: Operation not permitted"). The overlay and
desktop scripts are copied with a plain write instead. Nothing is
lost: the APK keeps no file modes, and the app sets them when it
stages the runtime.
* feat(): adjust the store
* feat(): store-achievements adjustment for UI
* feat(): translation fixes and separate hidden achievements
* Show all achievements directly on store game details
---------
Co-authored-by: xXJsonDeruloXx <[email protected]>
A game that closes as soon as it starts can be tripped by Proton's Steam
setup (steam.exe, the Steam registry entries, the Steam client bridge).
The Games page of the session drawer gets a per-game Start without Steam
switch, stored as DROIDDECK_NO_STEAM=1 in the game's environment and listed
in its profile summary.
droiddeck-game-env acts on it for a game launch only: a Proton with umu's
launch (GE-Proton, Proton-CachyOS, DroidDeck-Proton) gets UMU_ID, so it
runs umu.exe in place of steam.exe and still sets up the prefix; a Steam
game keeps its protonfixes under its own id, an added game gets 0. Any
other Proton runs the game straight in the prefix (runinprefix).
* docs: draft 0.4.0 release notes
* docs: add Thor store and launcher media for 0.4.0
* docs: show Steam switching to KDE on Thor
* docs: show Castle Crashers touch layouts and controller choices
* docs: add Amazon game install view
* docs: add trimmed user recording of store downloads
* docs: smoother touch controller recording, GOG sign-in and per-game profile screenshots
* docs: clean desktop round-trip recording replaces the KDE gif and file explorer still
* docs: add multi-controller and Steam Controller media, rebuild desktop gif without glitch frames
* docs: add foldable touch gamepad screenshots from its PR
* docs: add the Discord badge to the 0.4.0 notes and tidy contributor lines
* docs: fold fixes to new 0.4.0 features into their entries, add Follow screen shots, point the changelog at the 0.4.0 tag
* docs: add the Add a game dialog to the non-Steam games entry
* docs: add a TL;DR for Mr. Sujano to the 0.4.0 notes