feat(apple): stage-2 default + pixel-perfect, decode robustness, UI/rumble polish
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Stream reliability - Default to the stage-2 presenter (VTDecompressionSession + CAMetalLayer): it detects and recovers a wedged decoder, where stage-1's AVSampleBufferDisplayLayer freezes hard on a lost HEVC reference frame with no app-side recovery (confirmed Apple limitation). Stage 1 is now a DEBUG-only presenter toggle, plus the automatic no-Metal fallback. - Stage-2 pixel-perfect: render the drawable at the decoded size (shader stays 1:1 = identity) and let the layer's contentsGravity scale via the system compositor — the same path stage-1's videoGravity used — instead of scaling in-shader. - Loss recovery in both pumps is now a persistent awaitingIDR want, retried until an IDR actually lands, so a keyframe request swallowed by the throttle can't strand a frozen frame; 100 ms keyframe throttle to match the Android path. - Fix "Publishing changes from within view updates": defer the HostStore writes out of the .onChange(of: model.phase) callback. - Move AVAudioSession setActive/setCategory off the main thread (async on a shared serial queue) to stop the UI-stall warning. Controllers - Rumble: capped-exponential backoff when the gamecontrollerd.haptics XPC breaks (-4811) so a transient server interruption self-heals instead of cascading; playsHapticsOnly so a controller engine doesn't join the always-active streaming audio session. - Host cards: iPad pointer "magnet" hover effect; iPhone press scale + light haptic. UI / design - Ship Geist (SIL OFL 1.1) as the app font (bundled OTFs + registration), with the license surfaced in Acknowledgements. - Restructure iOS/iPadOS Settings into a category NavigationSplitView; resolution wheel with custom-resolution entry; 10-bit HDR toggle in Display. - Industrial host-card redesign (left-aligned, bold, brand monogram tiles). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -103,11 +103,11 @@ private struct ShotSettings: View {
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.shadow(radius: 40, y: 16)
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}
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#elseif os(iOS)
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NavigationStack {
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SettingsView()
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.navigationTitle("Settings")
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.navigationBarTitleDisplayMode(.inline)
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}
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// SettingsView owns its NavigationSplitView (sidebar + detail) and Done button, so it is
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// rendered directly — a wrapping NavigationStack would nest a split view in a stack. Open
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// on General so the shot lands on real controls (iPad: sidebar + General detail; iPhone:
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// the General page) instead of the bare category list.
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SettingsView(initialCategory: .general)
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#else
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NavigationStack { SettingsView() }
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#endif
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@@ -175,10 +175,10 @@ private struct ShotHUD: View {
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.foregroundStyle(.secondary)
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#if os(macOS)
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Text("⌘⎋ releases the mouse")
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.font(.caption2).foregroundStyle(.secondary)
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.font(.geist(11, relativeTo: .caption2)).foregroundStyle(.secondary)
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#elseif os(tvOS)
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Text("Press Menu to disconnect")
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.font(.caption).foregroundStyle(.secondary)
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.font(.geist(12, relativeTo: .caption)).foregroundStyle(.secondary)
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#endif
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}
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.padding(10)
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@@ -259,7 +259,7 @@ private struct ShotDesktopFrame: View {
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HStack(spacing: 8) {
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Image(systemName: "gamecontroller.fill")
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Text("Streaming from Battlestation")
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.font(.system(.callout, weight: .semibold))
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.font(.geist(16, .semibold, relativeTo: .callout))
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}
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.padding(.horizontal, 14).padding(.vertical, 9)
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.glassBackground(Capsule())
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