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  • Install-path polish + cosmetics. #126 (ship a prebuilt evsieve binary as a Release asset, build-at-install as fallback — removes the multi-minute container build from a fresh install) and #36 (Controlify shows SNES button glyphs for the Steam virtual pad). Neither blocks anything; grouped so they do not sit unscheduled in backlog.

    No due date
    2/2 issues closed
  • Docking end to end, and 'the user can see what happened'. #134 (re-dock is a no-op), #135 (teardown wedge -> force reboot), #79 (pad stays bound to the external display), plus #125/#160 which share one root cause: gamescope presents Steam's UI and the focused game surface only, so no dialog is ever visible in Game Mode. Highest-risk milestone; #135 can cost a reboot per attempt.

    No due date
    0/5 issues closed
  • Automated multi-player testing, and the bugs only it can reproduce. The virtual pad rig (#136/#157, uhid-based) plus #151 (simultaneous-drop node swap) and #71 (burst-spawn reflow) — neither has a hand-stageable repro. #70's perf profile rides along because the rig is what makes a repeatable benchmark pilot possible. Ordered BEFORE the dock work deliberately: this is the lower-risk track and it pays back operator Deck time on everything after it.

    No due date
    2/5 issues closed
  • Style retrofit, installer cleanup, licensing/distribution, cosmetics — no release assigned.

    No due date
    5/9 issues closed
  • Close the v1.1.0 campaign gaps: merge+smoke PRs 64-67, curl|bash install verify, #38 probe run, stage3 chaos (#16/#23/#25), stage6 teardown matrix (#15/#60), #32 audio, #40/#42 guard validation, handheld regression close-out, tag.

    No due date
    15/15 issues closed
  • Post-v1.0 cleanup, stability, and exit/teardown polish. Not feature-expansion (LAN auto-join etc. tracked separately).

    No due date
    1/1 issues closed