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Quest Home Editor v0.10.3

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@xAstroBoy xAstroBoy released this 11 Jul 19:47

Follow-up to v0.10.2, driven by three fresh field reports. Linux users: rebuild from source (bash QuestHomeEditor/build_linux.sh) — the biggest fix here is Linux-only.

Linux: adb devices finally show up

The device picker piped the adb path through a Windows backslash conversion on every OS — on Linux/macOS that turned /home/you/.../platform-tools/adb into an unrunnable path, so the editor listed zero devices while SideQuest saw your Quest just fine, and no error ever showed. Fixed. The editor now also reuses SideQuest's own adb if you have it (~/.config/SideQuest/platform-tools), and repairs a downloaded adb that lost its executable bit.

AMD: "stuck at init: graphics pipeline" fixed

An RX 6600 (Windows) hung forever in the driver's first pipeline compile — in an empty session, compiling pipelines nothing would ever use, against a needlessly-multiview render pass:

  • multiview is now only enabled when shaders that need it exist (env skinned / V203 per-material),
  • an empty session builds no 3D pipelines at all — it opens instantly on any driver,
  • a disk pipeline cache beside the exe makes every later launch skip the driver's shader JIT,
  • if a driver still stalls >25s, the log now says which phase and what to try (HSR_NO_MULTIVIEW=1).

"0 devices from every driver" now diagnoses itself

For the Manjaro report where the loader was fine but every ICD enumerated nothing: the log now dlopen-probes each driver library (prints the exact loader error of a broken .so), checks /dev/dri + /dev/nvidia* + the loaded kernel-module version, and spells out the usual cure — you updated the driver and haven't rebooted (or nvidia-dkms isn't built for the running kernel). Software fallback hint: vulkan-swrast.

Cleanup

Removed leftover dev-machine shader search paths (the Working (Current Env)/... probe spam in everyone's logs). Shader fallback is now: HSR_SHADER_APKsystem_shaders.apk/.zip beside the exe → the built-in V79 shader.