chore(): experiment with fexcore auto-grab tzst#13
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Steam packages don't list systemDefined depots in their depotids, causing them to be filtered out (e.g. L4D2 depot 551 = 5.2GB main content).
Certain virtual keyboard send key events in a input model that X11 does not expect Previous onKeyEvent implementation handled that, so I'm reusing that function exclusively for virtual keyboards
…t as default + bug fix (utkarshdalal#1104) * feat: add new environment variables for enhanced configuration options Added Environment Variables (to KNOWN_ENV_VARS in EnvVarInfo.kt): VKD3D_SHADER_MODEL (free-text, default value 6_0 in DEFAULT_ENV_VARS) MESA_GL_VERSION_OVERRIDE (free-text) MESA_VK_PRESENT_MODE (free-text) MESA_VK_WSI_DEBUG (free-text) VKD3D_FRAME_RATE (free-text) BOX64_MAX_THREADS (free-text) VKD3D_THREAD_COUNT (free-text) VKD3D_SHADER_CACHE_PATH (free-text) DXVK_CONFIG (free-text) VKD3D_CONFIG (free-text) DXVK_FILTER_DEVICE_NAME (multi-select dropdown with values: "NVIDIA GeForce GTX 1080", "NVIDIA GeForce RTX 3060", "AMD Radeon RX 580", "Radeon HD 7900 Series") - to spoof GPU and get more games working that will not run when detecting Adreno or other mobile GPUs * feat: add new environment variables for enhanced configuration options Added Environment Variables (to KNOWN_ENV_VARS in EnvVarInfo.kt): VKD3D_SHADER_MODEL (free-text, default value 6_0 in DEFAULT_ENV_VARS) MESA_GL_VERSION_OVERRIDE (free-text) MESA_VK_PRESENT_MODE (free-text) MESA_VK_WSI_DEBUG (free-text) VKD3D_FRAME_RATE (free-text) BOX64_MAX_THREADS (free-text) VKD3D_THREAD_COUNT (free-text) VKD3D_SHADER_CACHE_PATH (free-text) DXVK_CONFIG (free-text) VKD3D_CONFIG (free-text) DXVK_FILTER_DEVICE_NAME (multi-select dropdown with values: "NVIDIA GeForce GTX 1080", "NVIDIA GeForce RTX 3060", "AMD Radeon RX 580", "Radeon HD 7900 Series") - to spoof GPU and get more games working that will not run when detecting Adreno or other mobile GPUs change: fixed bug in main of MESA_EXTENSION_MAX_YEAR x3 in this commit, it was incorrectly linked to WRAPPER_MAX_IMAGE_COUNT and MESA_GL_VERSION_OVERRIDE
…karshdalal#1086) The BRIGHTNESS_DIM_DELAY_MS / MIN_BRIGHTNESS logic would tank screen brightness to 0.01f after 30 seconds of idle, effectively blacking out the display. Since the bar and texts drift slightly (OLED burn-in safe), there's no reason to kill the screen — just keep the ambient overlay visible indefinitely until the user wakes it or the download finishes.
* Fix touchpad right-click: suppress spurious left-tap, fix stuck buttons, enable dynamic right-click control Three related issues fixed: 1. Two-finger right-click tap fires a spurious left-click when the second finger lifts (numFingers drops to 1, case 1 fires). Added suppressNextLeftTap flag: set on right-click (case 2), checked and cleared on left-tap (case 1). Reset on ACTION_DOWN to prevent stale state after ACTION_CANCEL. 2. Repeated right-clicks silently fail. pressPointerButtonLeft/Right guarded with !isButtonPressed() which drops the press if the button state is stale (Pointer.buttonMask is a plain int read from UI thread without XLock). Changed to force-release any stuck button before pressing, so clicks always go through. Release functions simplified with early-return guard; isButtonPressed check moved inside the delayed runnable as a safety net. 3. showInputControls() unconditionally called setPointerButtonRightEnabled(false), killing two-finger right-click even on gamepad presets with no MOUSE_RIGHT_BUTTON binding. Removed the blanket disable. InputControlsView now dynamically checks for MOUSE_RIGHT_BUTTON bindings on ACTION_DOWN (mirroring the existing MOUSE_LEFT_BUTTON pattern) and only disables right-click when a dedicated button element exists in the profile. * Fix spurious left-click after two-finger tap in touchscreen mode Two-finger tap fired right-click in handleTsPointerUp(), then handleTsUp() also fired a left-click because the finger hadn't moved beyond tap threshold. Added twoFingerTapFired flag to suppress the spurious left-click, matching the existing doubleTapDetected pattern.
…#1101)" (utkarshdalal#1110) This reverts commit 41e0c06.
…RRIDES for Quick Audio fixing (utkarshdalal#1102) * feat: add OpenAL Soft support, adds openal32.dll, openal64.dll and soft_oal.dll as some games look for the same under different naming like Mirrors Edge. add new audio driver option to disable audio, as requested by users to improve performance. Pre-install steps do not get affected. if OpenAL dependency is found in game folder, it will still install it regardless. This changes has proven to improve Performance in my tests. Also, created by adding a dropdown list to WINEDLLOVERRIDES, a place holder for future coomnly used overrides to keep users from having to type the long strings, helping the less tech savy and providing a good layout for import/export configs * FIX - Environment Variable WINEDLLOVERRIDES to now allow typing and suggestions exist with the presets. More presets can be added in future. Box is bigger and under variable name, since this is a variable that normally uses a lot of typing * add deck_emu as default for TU_DEBUG on conflict: keep VKD3D_SHAEDER_MODEL and deck_emu. * to rebase
… there is no current reason to have this settings options invisible from Container Settings. (utkarshdalal#1109) BCN emulation works at the Vulkan wrapper level (WRAPPER_EMULATE_BCN), which operates independently of whether Wine is arm64ec or x86_64. Even if the game and Proton are x86, the Vulkan Wrapper is a native Android (ARM64) library, so BCN can be used. and present modes, resource type, sharpness/vkBasal... were also all hidden to proton x86_x64 unecessarily
Co-authored-by: Utkarsh Dalal <utkarsh.dalal@toptal.com>
add full-path cache so repeat operations on the same path (chunk writes) skip per-segment resolution. replace Pair keys with string keys to avoid per-lookup allocations.
…w submitting feedback for non-steam, non-custom games
…nstalled (utkarshdalal#1138) Co-authored-by: Utkarsh Dalal <utkarsh.dalal@toptal.com>
Co-authored-by: Utkarsh Dalal <utkarsh.dalal@toptal.com>
…path if it's a different store (utkarshdalal#1141) Co-authored-by: Utkarsh Dalal <utkarsh.dalal@toptal.com>
* fix: prevent carousel touch loss during pagination by removing touch-conflicting draggable modifier * fix: address bot review feedback on carousel mouse input handler * fix: add drag slop to carousel mouse drag to prevent accidental scrolls on click
* Download support files for gen 2 * Added tests to verify downloading support and game files for gen 1 and 2
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#code-changes, I have discussed this change there and it has been green-lighted. If I do not have access, I have still provided clear context in this PR. If I skip both, I accept that this change may face delays in review, may not be reviewed at all, or may be closed.CONTRIBUTING.md.