Add Win32 clipboard ownership, notifications, and data exchange for
text and image formats. Marshal clipboard access onto the window thread
and reject stale transfers when ownership changes.
Keep file clipboard offers unsupported while clearing stale content from
earlier remote offers.
The dequant shader returned before workgroup barriers for missing
blocks. Mask those blocks to zero so ANGLE's D3D compiler accepts the
shader while every invocation reaches each barrier.
The vcpkg ANGLE build also omitted upstream shared-context locking.
Enable both locking definitions so decode dispatches cannot race the
render thread through ANGLE's shared D3D11 state manager.
Build the Windows client against the MSVC ABI while retaining clang
language support. Use vcpkg for ANGLE and libsamplerate, and build
MsQuic with its bundled static OpenSSL.
Report the exact MsQuic status and initialization stage when network
transport construction or connection fails.
Diagnose certificate, stream, protocol, and peer shutdown failures
instead of returning only the generic transport error.
Build MsQuic's component archives instead of flattening Windows import
libraries into the monolithic archive. Use the static OpenSSL archives
supplied by the active MinGW toolchain while retaining Schannel for MSVC
and QuicTLS for Linux.
Let the active compiler locate its target root and use the restricted
ntdll import library. Provide GCC-compatible byte interlocked
operations, expose native XDP calls, and suppress expected compatibility
warnings.
Keep a stable target per transport binding and fan playback and state
notifications out to every active source. Serialize capture and clock
authority while preserving exact BUSY retries and failure cleanup.
A video configuration epoch can advance while client feedback for the
previous epoch is still in flight. Treat structurally valid stale video
control packets as obsolete instead of terminating the QUIC session.
Decode each subblock from its proper bitplane offset.
Keep reconstructed wavelet levels in separate textures.
This lets inverse transforms safely write the next level.
Preserve a partially transmitted frame while replacing queued stale
frames. Continuous capture can otherwise discard every frame before the
client receives its final fragment.