Player guide covers the two supported hardware paths (Lighthouse and Quest),
the SteamVR runtime install that needs no Steam account or client, and which
titles work, including the ones that do not: Half-Life Alyx and The Lab need
a real SteamVR backend, No Man's Sky VR is broken through the translation
layer, and VRChat/Rec Room/Zenith depend on their companies' servers.
Operator reference covers the architecture, the routing decision tree, why
per-process XR_RUNTIME_JSON is preferred over the machine-wide registry
switch, why OpenVR routing uses a per-game DLL swap, and the staging/import
ordering constraint.
Both state plainly that only runtime startup has been validated: tracking and
per-title rendering are unverified on real hardware.
The Quasarke Edition docs still described the desktop client's Community
tab as either an upstream "Under construction" stub or something that
opens in the system browser. Neither is true anymore -- e8d3df03 retired
that entirely and replaced it with native News/Friends/Alerts/Chat pages
(0.4.4). News is confirmed working against the live server; the new
profile page and achievements card are built but not yet verified running,
so they're marked unverified rather than shipped.
Also:
- New client-auth.md documents the two credential types the desktop client
uses (client JWT for /api/v1/client/*, opaque webtoken for
aclManager-gated routes) and the CLIENT_WEBTOKEN_ACLS scopes -- this cost
three rebuild cycles because the wrong one produces a clean 403 that
looks like a permissions bug.
- Corrects the "EQEmu player count is genuinely unavailable" claim: WoW,
OpenDAoC, and EQEmu all read real live player counts now (characters
.online, serverstats with a 150s staleness cutoff, and Spire's
authenticated API via a drop-service account, respectively).
- Notes the published client (0.4.1) is behind current source (0.4.4).
- Corrects Linux packaging: real .deb/.rpm (amd64) now exist; no AppImage
(never a bundle target) and no arm64 -- and flags a leftover copy bug on
the download page itself still advertising AppImage.
- Updates row counts (CommunityTitle, Mod, AchievementDefinition, game
server registry) against a direct database check.
Community moved from "in development" to mostly-live: unified browser,
friends/presence, chat, game-server listings, mods, and achievements are
all real and running at drop.quasarke.net/community, not the old
community.quasarke.net sidecar. Rewrote the feature status table against
live DB counts and the running site rather than the design doc, and kept
the same honesty discipline on what's still not true: WoW/DAoC/EQEmu
player counts are unavailable pending a deploy, chat has never been
proven with two real users, the launch wrapper's backend is live but no
device has enrolled, achievement schemas only cover two titles, mods
downloads work but the CDN path in the catalog doesn't, and the desktop
client's own Community tab and Linux packages are still gaps, not shipped
features. Added a short note on keeping this section current going
forward.
Community was originally documented as a planned separate service at
community.quasarke.net. It now ships as part of Drop itself at
drop.quasarke.net/community -- update the Quasarke Edition docs section
(overview, the community page's feature-status table and identity/chat
sections, the known-gaps note about the desktop client's stub tab, and the
Discord/community social link in astro.config.mjs) to match.
New top-level sidebar section covering what this deployment adds beyond
upstream Drop-OSS:
- Fork overview: upstream unmaintained since June 2026, this fork at
devops.quasarke.net/drop-oss/drop is canonical.
- drop-community: status table over the full designed feature set
(profiles, friends/presence, playtime, servers, chat, mods, issues,
achievements) from DESIGN.md, explicit that only M1 (identity + title
browser) is in progress and everything else is designed-not-built.
- Launch wrapper: design of session pings, achievement upload, and
offline queueing, marked pilot/in-progress.
- Goldberg & offline multiplayer: how our Steam-depot titles run
without the Steam client, LAN discovery on UDP 47584, and remote play
via the peer relay through the per-player custom_broadcasts.txt file
— deliberately omits the relay's slot-port range and any credentials,
players get their assigned address from the admin.
- Known upstream gaps: cloud saves API is live but the desktop client's
cloud_saves crate isn't wired in, and the shipped client's own
Community tab is an upstream stub pending a client rebuild.
Every unshipped feature is marked as such; no internal IPs, ports, or
credentials for internal-only infrastructure are included.
chat.quasarke.net stays Open WebUI (not repurposed). The game community
chat will live in the drop-community service at community.quasarke.net
(deployed separately); point the docs site's Discord social link there
instead of the now-closed-as-moot chat.quasarke.net redirect.
Build fails with [AstroUserError] The configured 'markdown.processor' is
not supported. Switch to 'unified()' from '@astrojs/markdown-remark' at
astro:config:setup — reproduces against the upstream frozen lockfile
too, so it's a starlight-links-validator@0.24.1 / astro@7.1.1 compat
bug, not something introduced by our link rewrites. It's a build-time
link checker only, no effect on the shipped site.
GitHub links -> devops.quasarke.net/drop-oss/*, Discord invite ->
chat.quasarke.net, droposs.org marketing/download links -> local
install guide or drop-app releases page. developer.droposs.org API
doc links point at the local Reference section (not deployed here).
* Fix Windows and Linux launch
* Add process handler selector, pin Prisma
* Regenerate lcofkiel
* Fix torrential inclusion in image
* Fix layouting
* Implement tree kill for Windows
* Fix server lint
* add basic git files to root
* make server part of monorepo
* import promo
* import libraries base
* import docs
* import desktop
* move docs and promo