u/release-announce

for-web Release: stoat-for-web-v0.15.1

0.15.1 (2026-08-17)

Bug Fixes

  • allow selecting channel description in ChannelInfoModal (#1496) (9b09d43)
  • Always ensure the stream starts as below 720p (#1497) (f30e7cd)
  • emoji/gif picker search input cannot regain focus (#1502) (52932fe)
  • icons showing up incorrectly (#1500) (86674a2)
  • Increase autocomplete box size (#911) (c1cdf9d)
  • Make device not go to sleep while in a call (#1498) (7a3d22d)
  • make file paste/drop respect permissions (#1225) (065252f)
  • Show each font in its own font (ed51b00)
  • Show previews of fonts in the appearance menu font dropdowns (#1454) (ed51b00)
  • unable to remove display name from profile (#1493) (0846404)

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u/release-announce — 3 days ago

for-web Release: stoat-for-web-v0.15.0

0.15.0 (2026-08-12)

Features

  • "add bot" on ProfileActions (#1261) (2df4d1a)
  • Add a virtual mic for linux wayland screen sharing (#1438) (973cd4b)
  • Add duration strings for easy translations (#1452) (df747ce)
  • Add voice input slider, add voice processor and update livekit-rnnoise-processor (#1338) (55152e0)
  • Instance context to enable routes and reactivity w/ consistent interface (#1315) (1c6dd0d)
  • overhaul role management ui (#1444) (65add39)
  • show bot owner on profile cards when applicable (#1016) (ecfb740)
  • show file size limits where applicable (#884) (0bb5166)
  • update icons to symbols in more places (#1445) (54f7270)

Bug Fixes

  • add MFA verification flow to email change modal (#1432) (3ce44a7)
  • client locks up when using channel/server up and down keybinds (#1469) (207b883)
  • cursor not visible in texteditor2 code blocks (#1473) (cedd69e)
  • cursor not visible in texteditor2 codeblocks (cedd69e)
  • don't crash rendering messages that produce no markdown outpu (e8761fd), closes #459
  • don't crash rendering messages that produce no markdown output (#1459) (e8761fd)
  • don't reopen the authenticator setup modal over its own error (#1463) (4e6988a)
  • Downgrade VITE_HOST exception to error, use an api check (#1471) (aec1f2f)
  • Fix memory leak w/ new timer system in State (#1460) (e6b0a1c)
  • instance: Docker build injection fail (#1442) (84194ea)
  • instance: Don't jump back to New Tab page on first-load backend connect error (#1443) (7844284)
  • instance: Stoat host check bug (#1462) (f2d4199)
  • keybind input queue not clearing when focus is dropped (#1484) (dd1cd5a)
  • PWA mobile rotation-lock fix & system bar theme color (#1364) (1bc31a6)
  • Remove the lingui submodule (#1476) (2da772c)
  • Remove the lingui submodule because i forgor (2da772c)
  • Update service worker precache with new locales (#1451) (4636634)
  • wrong order of cards in UserCard (#1480) (fbca76c)

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u/release-announce — 8 days ago

stoatchat Release: v0.15.1

0.15.1 (2026-08-07)

Features

  • moderation API for pulling reported images. (#880) (fe331f0)

Bug Fixes

  • Give first instance of a meta tag preference when creating website embed. (4feeeb1)
  • Prefer first instance of a meta property in create_website_embed (#895) (4feeeb1)

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u/release-announce — 12 days ago

stoatchat Release: v0.15.0

0.15.0 (2026-08-05)

Features

Bug Fixes

  • rewrite youtube embedder to use youtube oembed (#878) (0369451)

Security Fixes

  • Fetching a single message checks only ViewChannel, not ReadMessageHistory (GHSA-8qp4-h9xf-2vqr)
  • Missing authorization on Bonfire Subscribe — cross‑server member enumeration & profile/status surveillance (ban‑evasion) (GHSA-jj3j-9qr7-jgfc)
  • Unauthenticated SSRF via IPv6 unspecified address (::) bypass (GHSA-4rmr-77qv-hq47)
  • Uncapped SVG rendering in January (GHSA-x87r-h3mq-7mgr)

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u/release-announce — 14 days ago

ryudeck Release: v0.1.24

These are the changes added after v0.1.23.

New: Nearby Decks

  • Added pull-only game backup copying between Ryudeck Decks on the same broadcast network. The receiving Deck chooses what to download; this is not streaming, mirroring, or two-way synchronization. Deleting a game on one Deck never deletes it from another. Routed VPNs and separate VLANs are not discovered automatically.
  • Give each console a recognizable Deck nickname under Settings > System > Network. A blank nickname uses the local Steam display name, then the device hostname. This is the name the console broadcasts in Nearby Decks.
  • Turn Share library on LAN on for both Decks during setup, then open Nearby Decks and pair in both directions by checking the displayed friend codes. Pairing is required: an unpaired Deck cannot browse or pull a library. After setup, only the sending Deck needs sharing left on.
  • Browse the paired sender's library and choose Download. Each game can be hidden from sharing in its game settings. Sharing is off by default.
  • Downloads run in the background, continue after leaving Nearby Decks, retain partial progress when interrupted, and resume after the Decks reconnect or Ryudeck restarts. Completion refreshes the receiving Deck's library.
  • Paired identities, library manifests, and per-download content hashes are signed and checked. A completed file is hash-verified before it replaces the partial download.
  • The sender can only serve files enumerated from configured game folders. Keys, firmware, saves, configuration, and files elsewhere on the Deck are outside the share path. v0.1.24 does not advertise separate update, DLC, or mod files.
  • Added transfer progress and completion notifications. The sender warns before exit and blocks moving or removing an in-flight game so an active copy is not silently broken. An unpaired browse attempt now shows a pair-request notification, and an active transfer stays visible beside the launcher battery indicator.
  • Verified multiple real game pulls between two household Steam Decks, including automatic library refresh on the receiving Deck. See Using Nearby Decks for the full flow.

Game fixes

  • Tomodachi Life: Living the Dream: fixed the blocky grass regression. The shader and cache changes only activate for the title that needs them. The island was rechecked in foreground Game Mode, and the Pokken Tournament DX guard still reaches a responsive Free Training fight.
  • Princess Peach: Showtime!: fixed the red-curtain loading blocker. The kernel wait path now handles an empty wait set, and the game gets the synchronization policy it needs on Deck.
  • FANTASY LIFE i: The Girl Who Steals Time now gets past its former launch blocker and reaches controllable gameplay in true handheld mode with Frame Generation enabled. It still has severe frame-rate problems and texture popping, so it is not listed as playable.
  • Super Mario Galaxy now reaches gameplay but currently runs in slow motion. Super Mario Galaxy 2 still crashes. Neither is listed as playable.
  • Pokemon Legends: Z-A: blocks inherited global Frame Generation until it is validated. An explicit per-game choice still wins.
  • Fixed out-of-range Vulkan format lookups and off-thread buffer synchronization that could corrupt the graphics command stream.

Launcher and reliability

  • Moved Scan Library, Achievements, Mii Creator, Nearby Decks, Friends, Settings, and Exit into one controller-navigable Menu.
  • Game logs now include the game name and title ID in the filename.
  • Added foreground Game Mode checks for launch, controller binding, config recovery, diagnostics, and launcher navigation.
  • Release packaging rejects test-only code and development symbols.

Compatibility

  • Tomodachi Life: Living the Dream is playable again after the grass fix.
  • Princess Peach: Showtime! is playable past its former loading blocker.
  • Luigi's Mansion 2 HD runs well. Pokemon Brilliant Diamond handles Turbo 2x and clock decoupling. Yoshi's Crafted World handles clock decoupling.
  • FANTASY LIFE i, Super Mario Galaxy, and Super Mario Galaxy 2 remain non-playable for the problems listed above.
  • Metroid Prime 4: Beyond and Pokemon Legends: Z-A remain blocked before controllable gameplay.

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u/release-announce — 1 month ago

ryudeck Release: v0.1.23

v0.1.23 (2026-07-07)

> Report anything that misbehaves.

New — Mii selector & creator

  • In-game "Create a Mii" (Miitopia, and any title that calls the Switch Mii applet) now opens a real, gamepad-navigable Mii selector: pick one of your existing system Miis, generate a random Mii, or cancel — instead of the game being silently handed a blank default face. A random Mii is saved into your system Mii database, so games that re-read it pick it up too.
  • Guest applet dialogs — the Mii selector, profile selection, and controller-connect prompts — now render and are fully controller-drivable in Game Mode. Previously, because a guest applet pauses the game, the emulator's frame loop went idle and the overlay never composited over the frozen frame (it showed as a black screen); it now re-composites the overlay over the held frame, so the menu appears over your game and the D-pad / A / B drive it, handing control back cleanly.
  • Direct Mii Creator access from the launcher top bar — the full Mii editor is one button away, as befits a Switch headline feature.

New — Deck-native input

  • Deck touchscreen → Switch touch: tapping and dragging on the Deck's screen now drives the guest's touch input directly in Game Mode — native, no configuration — so touch-driven games and menus respond to the physical screen.
  • Deck gyro → six-axis motion (opt-in via Deck Settings): the Deck's built-in gyroscope can drive the guest's motion controls — e.g. gyro aiming — for titles that use six-axis. Off by default while it's still being hardened; turn it on in Deck Settings.

New — In-game keyboard, rebuilt

  • In-game text entry (player names, Mii names, search) now uses Ryudeck's own on-screen keyboard, composited over the game and fully controller-driven. This replaces the v0.1.22 approach of summoning the Steam Deck on-screen keyboard, which could reset Game Mode when its overlay stacked on top of a running game's surface.
  • Full gamepad legend with an on-screen hint bar: Shift / Caps (Y or left-stick click), Space (X), Backspace (B), move the cursor with the shoulder buttons (L / R) or jump it to the start / end with the triggers (L2 / R2), OK (+), and flip to the symbol / number page (−). Touch and tap-to-place-cursor work too.
  • Fixed the keyboard blanking its keys when toggling Shift / Caps or the symbol page, and the typed text briefly vanishing as you type.

Per-game boost profiles — more titles tuned out of the box

  • The Legend of Zelda: Breath of the Wild — uncapped present rate + frame generation + handheld render, verified in gameplay on device.
  • Pokémon Café Mix — forced handheld: the title is handheld-only and warns when run docked, so Ryudeck now runs it undocked automatically and the Deck touchscreen drives it.

Fixed

  • Corrupt or truncated game content (a bad dump, or a half-installed update) now shows a clear "Can't launch — the content file is corrupt" message instead of silently bouncing back to the library with no explanation.
  • Frame Generation gains an explicit per-game override (Default / On / Off) — choosing Off now always wins over a title's built-in boost profile, so nothing forces frame generation on.
  • The launcher no longer re-scans and reflows the whole library every time you open a menu; tiles stay put instead of popping in late and shoving others aside.
  • Pokémon Legends: Arceus no longer crashes on load — default console memory is back to the retail 4 GiB (auto-raised only when a large texture mod actually needs the headroom).

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u/release-announce — 1 month ago

ryudeck Release: v0.1.22

New — Frame Generation (experimental)

  • Frame Generation ships as an opt-in: toggle it live in the Quick-Access blade (L3+R3) or per game in settings. It runs AMD FidelityFX optical-flow frame interpolation inside Ryudeck's own Vulkan present path — no external layers — presenting an interpolated frame between each pair of real frames on a dedicated present thread. GPU-light titles roughly double their perceived frame rate (measured on device: ~21-30 fps rendered → ~42-60 presented).
  • It is self-limiting by design: generation only engages when it actually helps — it suspends below a per-title frame-rate floor, when the GPU has no spare headroom (measured from real per-frame GPU time, so misreported "100% busy" titles are handled), and when the game already runs near panel rate. A zero-delay dip veto skips generation for any single spiked frame (e.g. a shader-compile stall), so sudden hitches are never smeared into interpolated frames.
  • Fixed: the feature now engages reliably on every launch (previously a first-launch state could latch process-wide), the blade reports its live state honestly (including a "restart game" hint when a change needs one), and enabling the uncapped frame rate now always decouples game speed from present rate so games can't run fast.

Per-game boost profiles — more titles tuned out of the box

  • Tomodachi Life, The Legend of Zelda: Tears of the Kingdom, Xenoblade Chronicles 3, and Hyrule Warriors: Age of Calamity now ship with tuned profiles (uncapped present rate + frame generation, with per-title engagement floors where needed). All verified in real gameplay on device.

Text input — the Steam Deck keyboard

  • In-game text input (player names, Mii names, search fields) now summons the native Steam Deck on-screen keyboard instead of a custom one. The built-in fallback keyboard is also fixed (correct QWERTY layout, no overlapping rows).

Mii Editor

  • The system Mii editor is now reachable from Game Mode, exits cleanly back to the library (a missing applet-exit call previously locked it), and shows a proper branded loading screen. Groundwork landed for per-game Mii databases (selectable source, no behavior change yet).

Quick-Access blade

  • Exit Game is now a standout action at the bottom of the blade — no longer buried in an accordion — with a two-press confirmation so a stray tap can't kill your session.
  • Accordion section headers now look interactive: direction chevron, count chip ("Show (n)"), and a button-style bar — no more guessing what's expandable.
  • The Frame Rate row reads the live present mode, so a baked uncap shows "Uncapped" instead of a stale "Native".

Library

  • Booting into the library now always focuses your last-played game — selection no longer lands on an arbitrary card during the library scan, so browsing is a pure left/right affair.

Per-game settings correctness

  • An explicit per-game Console Mode choice now survives the "Ignore per-game configs" switch, and built-in handheld preferences respect that switch too — your global docked/handheld choice stands unless you explicitly set one for the game.

Performance

  • Faster GPU buffer lookups on the hot path (a most-recently-used shortcut in the buffer cache) — measurably lower main-GPU-thread overhead in heavy open-world titles.

You supply your own keys, firmware, and games — nothing copyrighted is included or sourced by this project.


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u/release-announce — 2 months ago

ryudeck Release: v0.1.21

Smoother in motion — every game

  • Fixed a per-frame Vulkan memory allocation in the FSR upscaler (the default scaler) that blocked the render thread on GPU fences hundreds of times per second under load. Heavy titles no longer dip as hard when the camera moves — every game running the FSR scaler benefits.

Stability

  • Fixed a hard render-thread crash on an out-of-range texture format (hit in Tears of the Kingdom; the frame now degrades gracefully instead of taking down the session).

Verified on-device

  • Regression-swept on real Steam Deck hardware across Kirby and the Forgotten Land, Bayonetta 3, Donkey Kong Country: Tropical Freeze, Mario Kart 8 Deluxe, Super Mario Bros. Wonder, Super Mario Odyssey, Tomodachi Life, Hyrule Warriors: Age of Calamity, and Tears of the Kingdom — no regressions.

Install: download the tarball, tar xzf, run ./Ryudeck/install.sh. No dependencies needed. You supply your own keys/firmware/games.


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u/release-announce — 2 months ago

ryudeck Release: v0.1.20

v0.1.20 (2026-06-30)

More games running

  • Xenoblade Chronicles 3 no longer crashes on its fully-rendered opening cutscene. A shader the game compiles for one of its effects was producing SPIR-V the Steam Deck's AMD driver rejected (a hard GPU crash); it now plays through the cutscene into gameplay.
  • Super Smash Bros. Ultimate now boots into gameplay — it was crashing on load — and holds ~60 fps.
  • Pokémon: Let's Go, Pikachu! no longer soft-locks on the control-select screen: the game asks for a Handheld controller, which Ryudeck's per-game profile now binds automatically.
  • Luigi's Mansion 3 now boots into gameplay with its title update (a first; still rough).
  • Fresh on-device compatibility captures added for Super Mario Odyssey, Super Mario Bros. Wonder, and Hyrule Warriors: Age of Calamity. See the Compatibility wiki for the full, current list.

Frame pacing — simpler + correct

  • The QAM Frame Rate control is now two clear knobs instead of three overlapping ones: Frame Rate (Native / 60 / Uncapped) and Speed (Normal / Turbo). "Decouple" is no longer a separate setting that could fight the others — any cap above Native keeps game speed correct automatically.
  • Turbo now always applies a real 2× fast-forward (it could previously land on a frozen 0× clock from a stale config).
  • Uncapping no longer changes game speed by default (game clock decoupled from present rate).

Configs that stop fighting

  • New Ignore per-game configs toggle (Settings ▸ System ▸ Game Config): run every game off your global settings, bypassing any stale/experimental per-game override. Non-destructive and reversible.

Polish

  • Default player profile is now Ryudeck with the Ryudeck avatar (was "RyuPlayer" / Ryujinx logo).
  • Steam-menu Exit now tears down and quits cleanly (~2s) instead of hanging on a confirm dialog.
  • Per-second telemetry now self-documents how a game was paced (vsync / decouple / speed / target Hz).

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u/release-announce — 2 months ago

ryudeck Release: v0.1.19

v0.1.19 (2026-06-29)

Game settings (new)

  • Engine-side native game settings: Ryudeck can now set a game's internal graphics options — the ones a game exposes no menu for — by patching the game's own code at load, with no mod files. Every edit is signature-verified (the original instruction is confirmed before patching) and applied all-or-nothing, so a game build that doesn't match is safely skipped instead of corrupted.
  • Patches are split by portability: self-contained edits (remove a call, force a return, set a value) apply on any matching build, while layout-dependent edits apply only on a verified game build — so a mis-targeted change can never crash the game.
  • Tears of the Kingdom: lens-flare removal and targeting depth-of-field off are available now (opt-in, experimental). Dynamic-quality-reduction and draw-distance toggles are wired and gated to verified game builds.
  • New developer tool to dump a title's decrypted executable, for building these maps.

Performance

  • JIT now fuses ARM TST/ANDS flag tests directly into a native x86 compare-and-branch instead of materializing condition flags (#206).
  • Render thread runs leaner: dropped a per-command atomic on the hot loop and gated leftover fork diagnostics off the per-draw and per-texture paths.

Stability

  • Vulkan fence waits now report their real status and never continue past an un-signalled fence — closes a class of race-driven glitches and hangs.
  • Enable robustBufferAccess2 / robustImageAccess2 on every GPU that supports them, so out-of-bounds shader access is clamped instead of crashing.

Fixes

  • Game cutscenes and intro movies (H.264) now decode and play correctly. On SteamOS's FFmpeg 7 they had regressed to a black or static-filled screen — most visibly Donkey Kong Country: Tropical Freeze's opening and Tears of the Kingdom's intro. Decoding now uses FFmpeg's stable public API, so it stays correct across FFmpeg versions.

Quality of life

  • A "Loading" card now appears during the long black screen some games present after the shader/CPU caches finish compiling (notably Tears of the Kingdom), so it's clear the game is still loading rather than hung. It clears itself the moment the game starts drawing.
  • The Quick Menu options list now scrolls to follow the selection when it moves off-screen.
  • The launcher now keeps your place: returning to the library re-focuses the game you had selected instead of snapping back to the first title.

Experimental (opt-in, off by default)

  • Adaptive resolution scaling that trades sharpness in light scenes for stability in heavy ones, behind a flag for on-device testing.
  • Gated groundwork for GPU compute de-swizzle (#204) and graphics-pipeline-library fast-link (#205), each behind an on-device correctness gate.
  • Expanded built-in CPU/GPU frame profiling to pinpoint per-frame cost.

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u/release-announce — 2 months ago

ryudeck Release: v0.1.18

v0.1.18 (2026-06-28)

The big one: this build closes a large gap between recent development and the public release. Games boot, take controller input in-game (not just in menus), and run.

Controllers

  • Controller input now reaches the running game, not only the launcher/menus — the fix that makes games actually playable with a pad.
  • ControllerSupport applet hardened: a Deck with more than one controller bound (docked plus an external pad, or keyboard plus an auto-bound pad) no longer gets stuck on a single-player title's controller-config screen. The emulator now presents exactly the number of pads the game asked for.

Stability

  • Guest memory is now backed by memfd — ends a memory-exhaustion crash that could take down games on boot.
  • Per-game config no longer leaks input bindings between titles; metadata, content, and screenshot stores are hardened against corrupt or mid-delete files; audio device output no longer overruns its buffer on channel-count changes.
  • JSON saves recreate missing parent directories before writing, fixing crashes after a per-game config directory is deleted.

Performance

  • Faster cold starts: the persistent JIT translation cache is mapped in one batch instead of hundreds of thousands of individual protection flips, and redundant CPU memory fences are dropped on the Deck's x86 core. New built-in CPU/JIT profiling to drive further work.

Platform / housekeeping

  • Ryudeck is now a single Deck-native build (Linux/SteamOS/Vulkan-RADV); legacy Windows/macOS/cross-platform code paths were removed.
  • Game Mode UI navigability fixes; QAM Frame Rate preset (Normal/High FPS/Turbo).
  • Updater guard: portable and dev/local builds no longer auto-update from GitHub latest; set RYUDECK_ENABLE_UPDATER=1 to opt in.
  • Steam controller-layout install targets one Steam user by default and ships its helper files; changelog/update links point at Ryudeck releases; attribution clarified for tooling derived from the Ryujinx/Ryubing project structure.

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u/release-announce — 2 months ago

ryudeck Release: v0.1.17

v0.1.17 — safer config resets + controller Input tab

Fixes

  • Config Reset no longer nukes DLC: Reset Config (QAM) and Reset to Default (Settings) now only strip input entries — DLC paths, graphics, and system settings survive
  • Controller Input tab: Settings → Input now has controller type cycle, stick deadzone steppers, Reset to Default
  • QAM Controller section: shows connected controller, Reset Config action

Install

tar xzf ryudeck-v0.1.17-linux_x64.tar.gz && ./Ryudeck/install.sh

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u/release-announce — 2 months ago