I reviewed the official Codex Micro material and the live profiles currently stored in PS5 Codex. I haven’t changed anything.

## Comparison

| Area | Codex Micro | Current DualSense configuration | Improvement opportunity |
|---|---|---|---|
| Physical layout | Clearly separates illuminated Agent Keys, Command Keys, joystick and reasoning dial. | Controls are organized mainly by controller anatomy: sticks for movement, triggers for voice/capture and face buttons for commands. | Keep the existing physical grammar, but make the Codex profile feel more deliberately divided into navigation, commands and continuous controls. |
| Mouse replacement | Not designed as a complete mouse. | Left stick moves the cursor across displays; right stick and touchpad scroll; Cross clicks and drags. | DualSense is substantially better here. Preserve this foundation. |
| Voice | Dedicated push-to-talk command key, apparently using the computer’s audio input. | L2 supports push-to-talk and tap-to-toggle using the controller microphone. | DualSense is stronger. Add clearer start/stop confirmation and perhaps a visible transcription-state overlay, but do not change L2. |
| Core Codex actions | Dedicated accept, reject, push-to-talk and new-chat controls. [OpenAI](https://openai.com/supply/co-lab/work-louder/) | Stop, Review, Plan and New Task are prominent, but Approve and Decline exist only as optional remappings. | Add a secondary command layer that puts Approve, Decline, Send and Fast Mode together without displacing the working mouse controls. |
| Agent/task awareness | Several Agent Keys show separate live states and switch directly to active chats. | L1/R1 move between tasks, while one light bar shows an aggregate state. | This is the largest Micro advantage. Show a compact task strip in the dashboard or overlay, with the controller light reflecting the currently selected task rather than only the aggregate. |
| Skills | Four joystick directions launch preset or custom skills such as PR review, debugging and refactoring. [Work Louder](https://worklouder.cc/codex-micro) | D-pad handles Plan, Sidebar, Back and Forward; it cannot currently launch user-defined Codex skills. | Add four configurable skill slots under `Options + D-pad`. This keeps normal navigation intact and gives the controller the Micro’s best workflow feature. |
| Reasoning control | Rotary dial adjusts reasoning level continuously. | Reasoning and Fast Mode automation already exist internally, but they are not exposed as remappable controller actions. | Add stepped reasoning control through `Options + right stick up/down`, with a small haptic at each level. This is a strong fit for an analogue controller. |
| Layers | Six programmable layers group different workflows. | Six automatic app profiles cover General, Codex, browsers, media, Claude and editors. | App profiles are more convenient, but temporary layers are missing. Add one clearly signalled Codex “shift layer” while Options is held. |
| Feedback | Per-key RGB communicates each agent’s state. | One light bar, haptics, adaptive triggers, speaker cues and mic LED provide richer but less granular feedback. | Use light for selected-task state, haptics for events and the speaker only for exceptional events. Keep sounds off by default. |
| Discoverability | Replaceable icon keycaps make each physical function visible. | Fixed PlayStation symbols do not explain changing app-profile actions. | Show a temporary controller overlay whenever the foreground profile changes or Options is held. That would function like dynamic keycaps. |
| Configuration | Remapping is directly integrated into Codex; Work Louder Input adds deeper customization. [Work Louder](https://worklouder.cc/codex-micro) | Dedicated dashboard plus local Codex skill/MCP configuration. | The capability is comparable, but ours has more setup friction. The app should eventually accept plain-language changes and preview the resulting mapping before applying it. |
| General-purpose use | Primarily a stationary Codex command pad; supports Mac and Windows. | Portable controller, full pointer, scrolling, screenshots, audio, app profiles and several controller families; currently macOS-focused. | DualSense has the broader concept. Avoid narrowing it into a Micro clone. |

## Best improvements to consider

1. **Options shift layer** — the cleanest way to add functionality without damaging the configuration that now feels good.
2. **Four custom skill slots on Options + D-pad** — the most valuable idea to borrow from Codex Micro.
3. **Reasoning level on Options + right stick** — recreates the dial naturally, with stepped haptics.
4. **Selected-task feedback** — improve task navigation and status rather than showing only aggregate Codex state.
5. **Approve and Decline shortcuts** — make these immediately available on the shift layer.
6. **Contextual controller overlay** — show the current profile and shifted mappings when needed.
7. **Remove the duplicate Plan assignment** — Triangle and D-pad Up currently both invoke Plan, so one position could support a more useful action.

The underlying automation already contains Reasoning, Fast Mode and Continue-in-New-Task support in [CodexAutomation.swift]([LOCAL_PATH_REDACTED]), but these actions are not yet exposed in the remapping model in [InputMappingModels.swift]([LOCAL_PATH_REDACTED]). That makes them particularly practical improvements.


I'm noticing when I click on something in chrome, it's not actually clicking that element sometimes, I want to make sure it's exactly like a mouse click (I think it's acting like a play button - I am testing it playing some songs in Suno)


I found the likely cause: the Web Browsers profile currently maps Cross to the Return key, so websites such as Suno can treat it as keyboard activation or a play command instead of a pointer click. I’ll use the controller customization workflow to change only Chrome’s Cross mapping to a native left mouse button and verify the saved profile.


I’ll change only `Web browsers → Cross` from `Return` to `Mouse · Left click`; the browser navigation, tab controls, voice input and every other mapping will remain unchanged.


The saved browser profile now reads `Cross = mouseLeftClick`. I’m briefly activating PS5 Codex and returning to Chrome so the running controller service reloads the external profile change before you retry Suno.


Fixed. In the Web Browsers profile, Cross was incorrectly mapped to Return; it is now mapped to a native left mouse click.

The running app has reloaded the change and Chrome is active again. Cross should now click the exact element beneath the cursor—including Suno controls—and can be held for normal mouse dragging.


When opening the app, instead of calling the main page a dashboard can we call it the ControlDeck.


I’ll update the user-facing name of the app’s main page from “Dashboard” to “ControlDeck,” while leaving internal type and window identifiers alone unless they are visible. I’m using the macOS SwiftUI guidance because this is a desktop navigation-label change, then I’ll rebuild and relaunch the app.


The visible occurrences are confined to the sidebar, the main-page heading, the menu-bar command, and one action-source label. I’ll rename those to “ControlDeck” and update the setup wording, while preserving internal `DashboardView`/window IDs so there is no behavioral or saved-window-state regression.


The user-facing rename is complete. I’m now using the macOS build-and-run workflow to compile the change, check for stray visible “Dashboard” labels, and relaunch ControlDeck so you can see it immediately.


The Swift build passes. I’m launching the freshly bundled ControlDeck now; the only build output is the project’s existing Opus deployment-version linker warning, unrelated to this label change.


Done. The main page, sidebar item, menu-bar command, and action source now say “ControlDeck” instead of “Dashboard.”

Updated:

- [DashboardView.swift]([LOCAL_PATH_REDACTED])
- [FunctionalDashboardContent.swift]([LOCAL_PATH_REDACTED])
- [ControlDeckApp.swift]([LOCAL_PATH_REDACTED])

The production app built successfully and has been relaunched. Internal identifiers remain unchanged to preserve window state and behavior.


Ok, let's commit and push here becuase I want to try a lot of different things and be able to roll back to this state.


I’ll create a clean rollback point on the current branch and push it. First I’m checking the worktree and remote carefully so I only include this ControlDeck work—not unrelated files—and I’ll make sure the corrected Chrome mouse-click mapping is represented in source control rather than existing only in macOS preferences.


The repo is clean apart from the five ControlDeck naming edits and an unrelated untracked `video/` folder, which I will leave untouched. One important detail: Chrome’s corrected Cross-click currently lives only in macOS preferences, so Git could not restore it; I’m going to persist that single mapping as the browser default before creating the rollback commit.


The ControlDeck profile check revealed that the newly renamed app domain had restored Chrome Cross to Return, so the issue was not actually captured in this repository state. I’ll set `Web browsers → Cross` to `Mouse · Left click` in both the live profile and the versioned default, with a regression check; all other mappings remain unchanged.


The live profile and source default now agree: Chrome Cross is a native left click, and a regression check protects it. I’m running the full controller logic/security tests and a debug build before staging the rollback commit.


All 61 logic checks and the customization security checks pass, and the debug build succeeds. I’m checking that `origin/main` has not moved, then I’ll stage only the seven relevant files; the untracked `video/` work will remain outside this commit.


The staged snapshot contains exactly the ControlDeck naming update, the browser native-click default, and its regression test. I’m committing that rollback point now, then pushing `main` to the configured GitHub remote.


Committed and pushed to `origin/main`.

Rollback point: `cf2fe02` — **Snapshot ControlDeck interaction refinements**

Included:

- ControlDeck naming update
- Chrome Cross mapped to native left-click
- Regression test for browser clicking
- README update

Verification passed: 61 logic checks, security checks, and debug build. The unrelated untracked `video/` folder was intentionally excluded.

::git-stage{cwd="[LOCAL_PATH_REDACTED]"}
::git-commit{cwd="[LOCAL_PATH_REDACTED]"}
::git-push{cwd="[LOCAL_PATH_REDACTED]" branch="main"}


Ok, I want you to implement the following changes:
**Options shift layer** — the cleanest way to add functionality without damaging the configuration that now feels good. When holding down the options button, an overlay is brought up with the ability to select different functionality in a circular menu.
**Four custom skill slots on Options + D-pad** — the most valuable idea to borrow from Codex Micro.
**Reasoning level on Capture + right stick** — recreates the dial naturally, with stepped haptics.
**Selected-task feedback** — improve task navigation and status rather than showing only aggregate Codex state.
**Approve and Decline shortcuts** — make these immediately available on the shift layer.
**Contextual controller overlay** — show the current profile and shifted mappings when needed. Maybe by pressing on the touch screen button?
**Remove the duplicate Plan assignment** — Triangle and D-pad Up currently both invoke Plan, so one position could support a more useful action.


I’ll implement this as a proper modifier system rather than replacing the controls you already like: Options will become a hold-to-open radial shift layer, D-pad will select four configurable Codex skills, Capture + right stick will adjust reasoning in steps, and touchpad-click will reveal a contextual mapping/task overlay. I’m using the ControlDeck customization and macOS overlay guidance, then I’ll test the complete interaction and relaunch the app.


The existing app already has the right narrow AppKit bridge: a non-activating `NSPanel` HUD. I’ll extend that service into two transient modes—a radial Options menu and a profile/task mapping card—while keeping SwiftUI/data models as the source of truth. This avoids stealing focus from Chrome or Codex.


The only uncertain implementation detail is setting an exact Codex reasoning level: the app currently exposes a generic “Reasoning effort” command, not level-specific actions. I’m using the OpenAI product guidance and inspecting the installed Codex app locally to bind the controller steps to the real available levels instead of inventing shortcuts.


The current Codex manual confirms the intended Micro behavior: turning the dial in “Reasoning only” mode opens and adjusts the composer’s reasoning control, and the default command/skill layout includes Approve, Decline, Send, Fast Mode, and four directional actions. I’m inspecting the installed Codex composer’s accessibility structure so Capture + right stick can operate that real control safely.


I’ve finished tracing the input, HUD, task-state, profile, and persistence paths. I’m moving into the implementation now: first the shift-layer state and stepped-stick logic, then the two non-focus-stealing overlays and selected-task behavior.


The core state is now in place: four persisted skill slots, fixed face-button commands, a neutral-gated reasoning stepper, task-selection helpers, new remappable actions, and a one-time migration that removes the duplicate Plan mapping without overwriting user customizations. I’m wiring those into Codex and the controller event stream next.


The app now builds with the new interaction layer. The Options wheel is non-activating, so it won’t steal focus from Codex; Create + right-stick consumes scrolling only while held; and task navigation now opens and highlights a specific task, driving the controller’s status light from that task. I’m finishing the in-app/MCP customization surface and regression coverage now.


All 71 logic checks pass, including the chord mappings, one-step-per-flick reasoning gate, selected-task wrapping, defaults, and security boundary checks. I’m at the live-app stage now; I’m using the macOS build/run skill for a clean signed rebuild and relaunch, then I’ll inspect the running UI and logs without triggering the controller hardware self-test.


The production bundle rebuilt, ad-hoc signed, relaunched, and its process check passed. The build/run skill confirmed the stable Run action still points at the project launcher. I’m doing one final visual/runtime inspection of ControlDeck itself now; I’ll avoid Codex UI automation because that app is blocked from computer-control inspection in this environment.


The runtime audit found the app stable and correctly signed, with no crash or unexpected helper/network behavior. I also tightened two race cases before the final build: a fast chord can no longer overwrite its selected radial item, and rapid reasoning flicks are queued until Codex’s reasoning control is actually open instead of leaking arrow keys into the main UI. The Mac is currently locked, so visual UI automation cannot capture the dashboard, but the process and logs remain inspectable.


Implemented and relaunched the updated ControlDeck app.

Key controls:

- Hold Options: circular command overlay.
- Options + D-pad: four editable custom Codex skills.
- Options + Cross/Circle: Approve/Decline.
- Options + Square/Triangle: Send/Fast mode.
- Hold Create + right stick: stepped reasoning adjustment with haptics.
- Touchpad click: contextual profile, selected task, and mapping overlay.
- L1/R1: select and open specific tasks; lights reflect the selected task.
- D-pad Up: Send, removing the duplicate Plan assignment.
- New Shift Layer settings page and MCP tools for editing skill slots.

Main implementation: [AppModel.swift]([LOCAL_PATH_REDACTED]), [ControllerOverlayController.swift]([LOCAL_PATH_REDACTED]), and [ShiftLayerModels.swift]([LOCAL_PATH_REDACTED]).

Verification passed:

- 71 logic and security checks.
- Debug and production builds.
- Code-signature validation.
- Successful relaunch; process remains running with no runtime faults.
- No new network access, privileged helpers, downloads, or security-setting changes.

The Mac locked before visual/controller testing could finish. The launch log also reports Accessibility is not currently trusted for this freshly rebuilt ControlDeck bundle. After unlocking, you may need to enable **ControlDeck** again under Accessibility before testing the Codex shortcuts. The unrelated `video/` folder was left untouched.


Does the behaviour match up with the other controlllers? The main thing I want to know is if I press L2 on a switch controller, will it just use the mac microphone to start recording?


I’ll check the normalized input mapping and microphone path for Switch Pro, Switch 2 Pro, and generic controllers so I can answer from the actual implementation rather than assume the shoulder-button translation.


I’m using the ControlDeck customizer skill because this question depends on how non-DualSense inputs are normalized before profile actions and dictation routing. I’m only inspecting the existing behavior—no settings or source changes.


Yes—when Codex is active, a Switch controller’s **ZL trigger is normalized as L2**.

It gets the same hybrid dictation behavior:

- Tap ZL: start hands-free recording; tap again to stop and insert.
- Hold ZL: record while held; release to stop and insert.
- Audio comes from the microphone selected in Codex—normally **System Default/the Mac microphone**—because Switch controllers have no microphone.

This uses Codex’s own transcription, not Apple Speech Dictation.

One qualification: controls remain profile-specific. In Chrome, Spotify, or the General macOS profile, ZL retains that profile’s assigned action. The dictation behavior applies when the active profile is Codex.


ok great, are there some other apps you can think of that would be good to build profiles for? (I want to have codex as the main one, but still underneath the hood we have a very good controller layout and customisation suite that I want to utilise).


I’ll treat Codex as the flagship and assess additions by three criteria: controller-native usefulness, reliable macOS shortcuts, and whether the profile adds something distinct rather than duplicating General. I’m using the ControlDeck customizer skill to keep the suggestions grounded in the current profile model, then I’ll verify the most promising apps against their current shortcut sets.


Yes. The controller is especially valuable for apps built around navigation, playback, presentation, triage, or timelines.

| Priority | Profile | Natural controller layout |
|---|---|---|
| 1 | **Meetings: Zoom, Teams, Meet** | L2 push-to-talk, Cross mute, Circle camera, Square chat, Triangle participants, L1/R1 gallery navigation, shifted Share Screen/Raise Hand. Zoom already exposes reliable shortcuts for mute, video, sharing and push-to-talk. [Zoom shortcuts](https://support.zoom.com/hc/en/article?id=zm_kb&sysparm_article=KB0067050) |
| 2 | **Presentations: Keynote, PowerPoint** | Cross next slide, Circle previous, Square black screen, Triangle pointer, triggers scroll notes, Options starts/exits presenting. This is probably the most controller-native profile after Codex. [Keynote shortcuts](https://support.apple.com/guide/keynote/keyboard-shortcuts-tanfde4a3e6d/mac), [PowerPoint presenting](https://support.microsoft.com/en-us/powerpoint/present-your-slide-show) |
| 3 | **Finder** | Cross click/open, Circle back, Square Quick Look, Triangle rename, D-pad selection, L1/R1 history, R2 drag, L2 context menu and Options search. This would make ControlDeck much more credible as a full mouse replacement. |
| 4 | **Slack** | L1/R1 previous/next unread, Cross open/reply, Circle mark read/back, Square thread, Triangle reaction, L2 dictate, Options jump to conversation. Slack provides good unread, conversation, search and huddle shortcuts. [Slack shortcuts](https://slack.com/help/articles/201374536-Slack-keyboard-shortcuts-and-commands/slack.com/) |
| 5 | **Mail** | L1/R1 previous/next message, Cross open, Square archive, Triangle unread, R2 reply, L2 dictate reply, Options search. Delete should stay shifted to avoid accidents. [Mail shortcuts](https://support.apple.com/en-mide/guide/mail/mlhlb94f262b/mac) |
| 6 | **Photos** | D-pad previous/next, Cross open/play, Circle close, Square favourite, Triangle edit, L2/R2 zoom, right stick pan. Photos already has excellent keyboard coverage. [Photos shortcuts](https://support.apple.com/en-euro/guide/photos/pht9b4411b24/mac) |
| 7 | **Video/audio editing: Final Cut, DaVinci, Premiere, Logic** | Right stick jog/shuttle, D-pad frame stepping, L1/R1 edit points, Cross play/pause, Square mark-in, Triangle mark-out, shifted cut/undo. This would showcase analogue input particularly well. [Final Cut shortcuts](https://support.apple.com/en-mide/guide/final-cut-pro/ver90ba5929/mac) |
| 8 | **Figma and design tools** | Left stick pointer, right stick pan, triggers zoom, Cross click, Circle escape, D-pad nudge, shifted tools/comments. Figma supports keyboard zoom and panning, though some operations still require pointer input. [Figma keyboard controls](https://help.figma.com/hc/en-us/articles/360040328653-Use-Figma-products-with-a-keyboard) |

I would build the first wave in this order:

1. Meetings
2. Presentations
3. Finder
4. Slack
5. Photos

The more important underlying improvement is making profiles genuinely extensible. Currently profiles are fixed application categories matched by bundle identifier. A stronger suite would support:

- User-created profiles rather than a fixed enum.
- Templates such as Meeting, Presentation, Timeline, Communication and Media.
- Matching by app, window title and browser URL—necessary for Gmail, YouTube, Figma and other web apps that all appear as Chrome.
- App-specific action adapters, so “Mute” translates to the correct shortcut in Zoom, Teams or Meet.
- Separate shifted mappings and skill slots per profile.
- Controller-family overlays showing PlayStation, Nintendo or Xbox-style button labels.
- Safety levels so destructive actions such as Delete, End Meeting and Record require a hold or shifted command.

That profile-engine work would let Codex remain the polished flagship while turning the rest into a credible general controller-customisation platform.


ok, let's go ahead and add those apps as well. Also, as much as possible I'd like it to have the same sorts of operations in codex as in claude desktop. One other setting I'd also like to include is terminal - what might that look like?


I’ll implement this as a real expansion of the profile system, not one overloaded “other apps” mapping. Codex remains the flagship; Claude will inherit the same navigation, dictation, screenshot, pointer, overlay, and shift-layer conventions wherever Claude exposes equivalent behavior. Terminal will be designed as a safe navigation/control profile—tabs, panes, history, search, copy/paste and dictation—with command execution kept deliberate.

I’m using the ControlDeck customization and macOS SwiftUI skills because this touches the persisted profile schema, mapping editor, foreground-app matching, controller overlays, and native dashboard UI.


The existing profile schema is fixed but can support this cleanly with a controlled expansion and shared app-command actions. I’m going to add dedicated profiles where shortcuts materially differ—rather than grouping Zoom, Teams, Final Cut, and Premiere under one unreliable mapping—and add wildcard bundle matching for versioned apps such as Premiere.

For Terminal, the default will emphasize safe control: left stick pointer, right stick scrolling, D-pad command history/cursor movement, L1/R1 tab switching, Cross click, Square copy, Triangle paste, L2 Mac dictation, R2 screenshot, L3 find, R3 clear screen, Create new tab, Options close tab, and shifted operations for anything consequential.


Claude Desktop is installed locally, so I’m using the Computer Use skill for a read-only inspection of its current menus and controls. This avoids inventing shortcuts for parity features that Claude may not expose. No clicks or settings changes are involved.


The target set is now concrete: 16 curated profiles total—Codex, Claude, General, Finder, Browsers, Meetings, Presentations, Slack, Mail, Photos, Music/Media, Figma, Video Editing, Logic, Terminal, and Code Editors. Google Meet and browser-hosted Figma/Slack will use window-title context matching; native apps use exact or wildcard bundle matching. Existing saved mappings will be preserved while new profiles are merged in.


The profile architecture and app-specific command set are now scoped. I’m moving through the implementation in smaller, verifiable slices, starting by checking whether the model expansion landed cleanly before wiring execution and UI.


The model expansion is intact. I’m now adding the actual curated layouts—not just profile names—with consistent mouse/dictation/screenshot fundamentals and app-native shortcuts layered onto them. Terminal will remain safe by default: navigation and editing are direct, while interrupt is available but not placed on an easy-to-hit face button.


The layouts are in place, including Claude’s Codex-like task flow and the Terminal transport. I’m at the first compile pass now; this is where I’m catching exhaustive action routing and framework-level issues before touching persistence migrations or relaunching the app.


The compile and 76 logic checks are clean. I’ve also documented the 16-profile catalog and Terminal layout. Before relaunching, I’m doing a focused review of profile switching and live-build procedure so the running app receives the migration without disrupting the controller behavior that already feels good.


The macOS run workflow exposed a stale Run-button path: the project configuration points to `script/build_and_run.sh`, but that entrypoint does not exist. The build skill requires repairing that before live verification, so I’m adding the narrow project-local launcher and leaving the existing packaging script as the single source of bundle construction.


All static checks now pass (77 logic checks plus the local-security boundary), and the stale Run action is repaired. I’m packaging, relaunching, and process-verifying the signed app now so the profile migration takes effect in the instance you’ll actually use.


The live app is running and stable; the only launch-log noise is macOS service registration/Core Audio chatter, not an app crash. One behavior deserves a final refinement before handoff: browser meeting push-to-talk should use the meeting client’s true hold gesture, so I’m verifying Google Meet’s current shortcut instead of relying on a mute-toggle approximation.


The final release build is now relaunched with Google Meet’s genuine hold-Space push-to-talk behavior (it requires Meet’s “Push to Talk” setting, as Google documents). I’m doing one last read-only accessibility inspection of the running ControlDeck window to confirm the new profile catalog is actually visible—not merely present in source.


Implemented and running. ControlDeck now includes 16 profiles covering Codex, Claude, Finder, browsers, meetings, presentations, Slack, Mail, Photos, media, Figma, video editing, Logic Pro, Terminal and code editors.

Key additions:

- Claude now follows Codex’s pointer-first conventions: click, navigation, dictation, screenshot, new chat, sidebar, Code and Projects.
- Profiles switch automatically using bundle IDs, with browser context recognition for Google Meet, Slides and Figma.
- Meetings include mute, camera, chat, participants, sharing, raise hand and L2 push-to-talk. Google Meet uses its documented hold-Space shortcut when Push to Talk is enabled. [Google Meet shortcuts](https://support.google.com/a/users/answer/9896256)
- The mapping editor prioritizes actions relevant to the profile being edited.
- All new actions are available through the ControlDeck MCP/customizer.

Terminal defaults are:

- Left stick: pointer
- Right stick/touchpad: scrolling
- Cross/Circle: click/Escape
- Square/Triangle: copy/paste
- L1/R1: previous/next tab
- L2: Mac dictation
- R2: screenshot selection
- L3: search command history
- R3: clear screen
- Create/Options: new/close tab
- D-pad: history and cursor movement

Interrupt and split-pane actions are available for remapping but intentionally aren’t assigned to easy-to-hit defaults.

The central catalog is in [ExpandedProfileCatalog.swift]([LOCAL_PATH_REDACTED]), with execution in [CodexAutomation.swift]([LOCAL_PATH_REDACTED]).

Verification completed:

- 77 logic checks passed
- Security-boundary checks passed
- Release app built, signed, relaunched and process-verified
- Running preferences confirmed all 16 profiles and the migrated Claude mapping
- The project Run button now works through [build_and_run.sh]([LOCAL_PATH_REDACTED])


I want to incorporate the gyro sensors as well, and make them configurable. I don't think that it's really that useful but I think it should be included. Maybe we can make it shake (fairly hard) to delete text, and then have a pop-up to confirm (like in ios). Then as a configure option let's include a mini game, something like monkey ball. And can we make sure that the gestures in the configure map to appropriate actions (but the only one I want for default is the shake to delete).


I’m using the ControlDeck customization and macOS SwiftUI patterns here because this crosses the controller protocol, profile schema, confirmation UI, and settings design. I’ll make gyro opt-in except for a deliberately high-threshold shake-to-delete default, with an iOS-style confirmation before anything is removed, plus a contained calibration mini-game.


The clean model is: gyro settings live per app profile, all directional/rotation gestures are available but unassigned, and only a high-energy shake maps to “Delete text…” by default. The destructive action will never synthesize a key until the user confirms; the mini-game will consume motion locally so it cannot trigger normal mappings while open.


The sensor pipeline and safe destructive-action boundary are now wired. Next I’m adding the visible Gyro workspace: live telemetry, per-profile thresholds and mappings, one-click suggested mappings, “reset to shake only,” and a tilt-ball course that temporarily suspends normal gyro actions while you play.


The first build and motion-classifier tests pass. The recognizer now requires three strong alternating impulses for shake and a sustained hold for tilts, which sharply reduces accidental activation. I’m extending the existing safe MCP/preferences surface next so gyro mappings are configurable from either ControlDeck or Codex without adding any executable or network capability.


The Gyro page, motion game, safe deletion flow, persistence migration, and Codex/MCP controls now pass 81 logic and security checks. I’m at the live hardware step: rebuilding and relaunching through the project’s macOS run workflow, then checking the controller connection log specifically for motion-sensor availability.


The release app is running and the gyro schema migrated into all saved profiles. The controller did not emit a fresh connect event during this relaunch, so I can verify the software path and persisted defaults now, but I won’t claim live sensor telemetry until macOS reports the controller connection again. I’m checking the saved shake-only mapping and doing a final diff/security pass.


One final refinement is in: disabling gyro for a profile now actually powers down manually controlled motion sensors, and the tilt game temporarily re-enables them only while running. I’m rebuilding the release once more so the running app contains that battery-conscious behavior.


The release verification uncovered an existing macOS window-restoration edge case: the menu-bar process launches, but a previously closed ControlDeck window is not recreated. The macOS build guidance explicitly calls for a regular activation delegate in this situation, so I’m fixing that before calling the gyro work complete.


Activation alone did not recreate the window, so this is not simply Dock focus. I’m narrowing the startup failure with a direct diagnostic launch of the bundled binary to capture the SwiftUI/AppKit message that unified logging is redacting; once identified I’ll return to normal `.app` launching.


The redacted AppKit message is now explained: macOS is at the login-window shield, so accessibility intentionally hides application windows below it. The app itself started normally; the window could not be inspected while the screen is locked. I’m stopping the diagnostic launch and returning ControlDeck to its normal signed `.app` process.


Implemented and relaunched ControlDeck.

What’s included:

- New configurable **Gyro** section with live sensor meters.
- Hard shake defaults to **Delete all text with confirmation**.
  - Requires three strong alternating movements at a default 2.25g threshold.
  - Only works on a focused editable text field.
  - Never sends a broad Command+A/Delete shortcut.
  - Nothing is removed until the native confirmation is accepted.
- Tilts and clockwise/counter-clockwise twists are available but unassigned by default.
- Optional suggested mappings cover navigation, Mission Control, desktop and browser tabs.
- Per-profile enablement and sensitivity settings.
- **Tilt Ball** motion mini-game for testing and calibration.
- Normal gyro actions are suspended while the game runs.
- Gyro settings are also configurable through the ControlDeck skill/MCP.
- Motion sensors power down when disabled for the active profile.

Core files: [GyroModels.swift]([LOCAL_PATH_REDACTED]), [GyroMiniGameView.swift]([LOCAL_PATH_REDACTED]).

Verification:

- 81 logic checks passed.
- Security-boundary checks passed.
- All 16 saved profiles migrated to the shake-only default.
- Signed release app rebuilt, relaunched and running.

The DualSense is currently shown as not connected and the Mac is at the login-window shield, so physical shake calibration still needs testing once it is reconnected and the Mac is unlocked.


When I click at the top of the menubar for the gamepad icon, the left joystick cursor stops working.


I’m treating this as a menu-tracking run-loop bug: macOS menu-bar popovers enter event-tracking mode, which can pause ordinary timers even though controller input is still arriving. I’m using the ControlDeck and AppKit interop guidance to trace the pointer loop and make controller motion continue safely while the menu is open.


The diagnosis is confirmed: both pointer and scroll updates use timers registered only in the default run-loop mode, while the menu-bar menu runs in `eventTracking` mode. I’m changing only that scheduling boundary—registering the same timers in common, menu-tracking, and modal-panel modes—and adding a regression test that actually runs the event-tracking loop.


The regression test now passes in an actual `RunLoop.Mode.eventTracking` cycle, and both pointer and scroll loops use the corrected scheduler. I’m rebuilding and relaunching the signed app now so the menu-bar fix is active in the version you’ll test.


Fixed and relaunched.

The pointer and scrolling timers now continue during macOS menu-bar `eventTracking` mode, so opening the gamepad menu should no longer stop joystick movement.

- 82 logic checks passed, including a real menu-tracking regression test.
- Security checks passed.
- Signed app rebuilt and running.
- DualSense is currently connected.

Please try opening the gamepad menu again—the left stick should continue moving the cursor.


After I click on the gyro or touchpad in the controldeck app - it gets very laggy from the controler input. The mouse still works fine though.


This looks like high-frequency telemetry invalidating the entire SwiftUI settings screen: gyro samples arrive around 60 Hz, and touch updates repeatedly publish the same touch count. The physical mouse bypasses that main-thread work, which explains why only controller input feels delayed. I’m using the ControlDeck and SwiftUI performance guidance to isolate sensor telemetry into small views and suppress duplicate touch publications.


The source confirms two independent redraw storms: `activeTouchCount` is published on every touch sample even though no view uses it, and `motionSample` is published by the root app model, forcing the entire Gyro screen—including all mapping pickers—to diff up to 60 times per second. I’m isolating gyro data in a small telemetry object at 30 fps and making touch count non-publishing.


There was one more avoidable source of work on the Gyro page: the mini-game’s 60 Hz timer stayed connected even before the game started. I’m making that timer exist only inside the active game view, so the configuration screen is otherwise static apart from the small 30 Hz telemetry meters.


The optimized build is clean: touch movement no longer publishes UI changes, gyro redraws are confined to the three small meters at 30 fps, and the mini-game timer is completely idle until Start is pressed. I’m using the macOS build/run workflow now to install this into the signed app and relaunch it for your test.


Fixed and relaunched.

The lag came from excessive SwiftUI redraws:

- Touch movement was publishing updates on every sensor sample.
- Gyro telemetry was redrawing the entire settings screen up to 60 times per second.
- The mini-game timer ran even before the game started.

Now touch movement produces no UI redraws, gyro telemetry is isolated to three small meters at 30 fps, and the game timer runs only while playing.

All 83 checks pass, ControlDeck is running, and the DualSense is connected. Please try the Gyro and Touchpad sections again.


The gyro sensors aren't working beyond the shake action. I don't see tilt x or tilt y coming up on the screen, and the game isn't working.


Shake working is the key clue: the sensor stream is alive, but macOS is likely exposing only total acceleration for this DualSense, while the current tilt path reads the separate gravity vector—which remains zero when that capability isn’t provided. I’m tracing the live capability flags and adding a low-pass gravity estimator so tilt and the game work from the same acceleration stream without weakening shake detection.


I’ve isolated the failure to the motion-data format macOS is exposing over Bluetooth: shake receives total acceleration, but tilt and the game were relying on a separate gravity vector that stays at zero. I’m changing the motion pipeline to estimate gravity from total acceleration, then I’ll rebuild, test, and relaunch the app.


The fallback is now in place: held controller orientation feeds Tilt X/Y and the mini-game, while brief acceleration spikes stay isolated for shake detection. I’ve also added regression checks for all three paths—stationary, held tilt, and hard shake—before relaunching it on the connected controller.


All 87 logic checks pass and the debug build is clean. I’m installing and relaunching the signed app now; after it reconnects, I’ll inspect its live motion capability log so we can confirm which sensor path this Bluetooth connection is using.


Fixed and relaunched.

The Bluetooth DualSense reports total acceleration but no separate gravity vector. ControlDeck now derives gravity from that acceleration stream, enabling:

- Live Tilt X and Tilt Y meters
- Responsive Tilt Ball movement
- Existing shake-to-delete detection

The controller is connected with motion sensors active, the signed app is running, and all 87 checks pass. No manual reload is needed—open Gyro and tilt the controller, then start the game.


Can you make the gyro game a bit more like monkey ball, use three.js to generate the course (proceurally) and put a timer on it.


I’ll turn the current SwiftUI maze into a proper timed, procedural 3D rolling-ball course. Because this needs a Three.js scene embedded inside the native macOS app, I’m using the macOS AppKit interop guidance for the WebKit bridge and the frontend-app guidance for the game loop and scene architecture.


The frontend guidance calls for a dedicated game visual concept before implementation, so I’m doing a compact concept pass for the single game panel, then I’ll use that as the implementation target. The native boundary will stay deliberately small: SwiftUI owns controller state and start/stop lifecycle; one wrapped WebKit view owns the Three.js renderer and game loop.


The concept is set: a bright floating course, chase camera, compact timer HUD, hazards, collectibles, and a glowing goal. I’m keeping all visible geometry procedural—as requested—so the generated image is a visual target rather than a shipped bitmap asset. Next I’m pinning and bundling Three.js locally so the game works offline and doesn’t depend on a CDN.


The procedural course and WebGL game loop are built: seeded track variations, rolling physics, moving gates, bumpers, time tokens, fall recovery, checkpoints, chase camera, timer, and finish detection. I’m wiring that renderer to the live gyro stream now, including native haptics for pickups, falls, and completion.


The native build succeeds with the Three.js files bundled into the app. I’m moving into visual and interaction verification now; I’ll use the Mac computer-control guidance to open the Gyro screen in the actual signed app, which is the only reliable way to validate the SwiftUI/WebKit boundary and the controller-facing start flow together.


The native WebKit process loads and remains stable, but the Mac accessibility inspection service itself is dropping its pipe when it traverses the embedded WebGL view. I’m switching the visual QA portion to the in-app browser against the exact same bundled HTML/JS resources; the native process logs already confirm the WebKit side is loading in ControlDeck.


The browser check caught a packaging issue before handoff: current Three.js splits its module into the renderer plus a `three.core.min.js` companion, and only the first file had been bundled. I’m adding the missing official companion file and tightening the resource test so a partial Three.js bundle cannot ship again.


The first rendered comparison is functionally sound but visually too washed-out and distant versus the target. I’m tightening the chase camera, strengthening track-edge definition, adding procedural surface markings and background structures, and increasing the ball’s visual weight so it reads like an arcade balancing game rather than a technical WebGL demo.


The polished render now matches the target much more closely: larger readable ball, tighter chase camera, stronger sky depth, marked track surfaces, floating structures, moving obstacles, tokens, and a clean live HUD. The timer/start path runs without browser console errors; I’m doing the final signed-app rebuild and controller reconnect now.


Implemented and relaunched.

Tilt Run now includes:

- Procedurally generated Three.js courses
- Rolling-ball physics driven by controller tilt
- Chase camera, moving gates, bumpers and checkpoints
- Time tokens and two-second fall penalties
- Live timer, persistent best time and finish detection
- Haptic feedback for pickups, falls and completion
- “New course,” reset and stop controls
- Locally bundled Three.js 0.185.1—no CDN dependency. [Three.js package](https://www.npmjs.com/package/three)

All 87 logic checks, JavaScript validation, bundle checks, signed build verification and interactive timer testing pass. The signed app has already been relaunched.

Visual QA compared the [concept]([LOCAL_PATH_REDACTED]) with the [1280×720 implementation render](/tmp/tilt-run-browser-final.png), covering HUD copy, camera, ball scale, palette, course depth and obstacles. The procedural geometry is the only intentional difference from the rendered concept.


I click on start run and nothing happens


I’m treating this as a native bridge failure, not a controller issue: the button is rendered inside WebKit, while starting the run must activate SwiftUI’s gyro-game state and then call back into Three.js. I’m tracing that round trip and adding explicit diagnostics so the button can’t fail silently. I’m using the macOS run/debug and AppKit interop guidance for this bridge repair.


The silent failure is in the startup boundary: the in-course button waited for the native callback before changing any game state, so if the WebKit message arrived late—or the ES-module load was restricted under a bundled `file://` URL—the click had no visible result. I’m making start fail-safe in two ways: the game begins locally on the click immediately, and the Three.js code is being bundled into one classic offline script so WebKit no longer depends on file-based module imports.


The fail-safe is implemented and the build passes. I’m now testing the exact native click path—not just the standalone renderer—by opening the signed app’s Gyro screen, pressing Start Run, and checking the new bridge logs for both “requested” and “delivered.”


The Mac locked before I could drive the real window, so I’m not going to pretend I clicked it successfully. I can still validate the same native boundary without unlocking: I’m adding a focused WebKit smoke test that loads the app’s bundled file URL, clicks the actual in-course button, verifies the native `start` message arrives, and confirms the timer advances.


The smoke test reached the native `start` message, which confirms the click handler itself fires. Its offscreen WebKit view does not run animation frames while the Mac is locked, so the timer cannot advance in that test environment. I’m separating the two assertions: verify the game’s internal state becomes “playing” immediately, and leave timer animation to the visible renderer. This also gives us a precise startup-state hook for future diagnostics.


The native smoke test now passes the exact failing path: bundled file URL → in-course button click → native message received → game state becomes playing → overlay hides. I’ve added that regression test to the normal suite, and I’m rebuilding and relaunching the signed app with this fix.


Fixed and relaunched.

The problem was the bundled WebKit view relying on file-based JavaScript modules. It now uses one offline Three.js bundle, and Start Run begins locally immediately before notifying SwiftUI.

Verification passes:

- Native WebKit button click
- Game enters playing state
- Start overlay hides
- Native bridge receives the start event
- Signed app builds and launches

Please try Start Run again now.


The gyro isn't moving anything - it should move the platform, like monkey ball


You’re right—the current implementation accelerates the ball directly, which is the wrong interaction model. I’ve also found why the live gyro appears dead: the native bridge initializes its last-motion values to `NaN`, and the comparison against `NaN` prevents the first—and therefore every subsequent—gyro sample from being sent.

I’m correcting both parts: reliable motion delivery, and a visibly tilting course that drives the ball through gravity like Monkey Ball. I’m using the ControlDeck customization architecture and macOS run/debug guidance for this controller-to-WebKit path.


I’m implementing the motion fix at the architecture level rather than just special-casing this screen: the bridge now uses an explicit first-sample forwarding gate, resets that gate whenever WebKit reloads, and has a regression test proving the first gyro sample cannot be dropped again. The Three.js course is also being split from its background so only the playable stage tilts around the ball.


The motion pipeline fix and tilting-stage model are in place. The playable course now banks around the ball while the sky and floating background remain stable, and the ball’s acceleration follows the visible slope. I’m running the full logic, native WebKit, JavaScript, and signed-app checks now.


Fixed and relaunched.

Root cause: the first gyro sample was compared against `NaN`, causing every motion update to be discarded.

Now:

- Gyro samples reliably reach Three.js.
- The entire playable platform visibly tilts around the ball.
- The ball accelerates according to the platform’s slope.
- Background scenery remains stable.
- Motion delivery resets correctly after WebKit reloads.

The Bluetooth DualSense is connected with motion sensors active. All 89 checks, including the native WebKit bridge test, pass. Try Tilt Run again now.


When I am in the Control Deck app - I have to click on the text or exact icon to go to the tab, it should be clicking on the tab outline takes me to that tab.


I’ll make each sidebar row a full-width hit target, including its padding and visible outline, while keeping the current selected styling and keyboard accessibility intact. I’m using the macOS SwiftUI patterns guidance because this is a hit-testing/layout issue in the native sidebar.


I found the cause: each row visually draws a wide selected background, but the `Button` itself keeps its intrinsic label width. The trailing whitespace inside the apparent tab therefore isn’t part of the hit region. I’m expanding both the label and the button to the sidebar width and assigning the rounded row shape as the hit-test area.


Fixed and relaunched.

The entire sidebar tab—including its padding, background, and outline—is now clickable. All 89 checks pass and the signed app is running.


The three dots on the top right don't do anything, get rid of them. Also, I only want to see the power lightning bolt when the controller is charging.


I’ll remove the inactive overflow button and make the lightning indicator conditional on the controller actually reporting a charging state. I’m checking the existing battery-state values first so the condition follows the controller service rather than guessing from battery percentage.


The toolbar uses a fixed bolt and an empty `Button`, so both issues are straightforward. I’m deleting the empty control entirely and tying the bolt to the service’s explicit `Charging` state; connected, full, discharging, and unknown states will not show it.


Done and relaunched.

- Removed the inactive three-dot button.
- The lightning bolt now appears only while the controller reports `Charging`.
- All 89 checks pass and the signed app is running.


In the button mapping screen, can you move the L1 and L2 mappings to the left a little bit so it doesn't overlap with the create button.


I’ll adjust only the L1/L2 callout positions on the controller diagram, leaving the controller image, Create button, and all other mapping anchors unchanged. I’m locating the shared coordinate definitions first so the visual and clickable regions move together.


The overlap is coming from the left shoulder callout endpoints and leader lines, not the Create hotspot itself. I’m shifting the complete L1/L2 callouts—label, elbow, line, and target—left by roughly 30 pixels at the standard controller-image size, which clears Create without changing its clickable area.


Done and relaunched. L1 and L2 labels, leader lines, and target points are shifted left so they no longer overlap the Create button. All 89 checks pass.


# Files mentioned by the user:

## codex-clipboard-0932f433-e162-4e1b-a6fa-b6f37e559ed4.png: [TEMP_PATH_REDACTED]

## My request for Codex:
I want the radial menu that comes up to look like the radial menu in legend of zelda, and instead of bringing commands up - I want to see a shift layer, where I can swap controller profiles (be default set the most popular apps) - limited to 8 slots, that can be swapped in the app. And I want there to be logos and names of the profiles there as well.


I’ll replace the command wheel with an original eight-segment profile wheel using the Zelda-style interaction language: dark translucent wedges, a bright expanded selection wedge, central hub, profile logo, and profile name. Holding Options will open it; the right stick will highlight a profile; releasing Options will switch to it.

I’ll also add eight editable profile slots to ControlDeck, prefilled with popular profiles, so the wheel is configuration rather than hard-coded commands. I’m using the controller-customization architecture plus macOS overlay/window patterns for this change.


NO - the Left stick will highlight the profile instead of the right stick


Got it: holding Options opens the profile wheel, the left stick highlights one of the eight profiles, and releasing Options switches to it. The right stick will keep its existing behavior and won’t control this menu.


The interaction is now fixed to the left stick in the implementation plan. I’m keeping the quick Options tap intact; only a hold opens the wheel, so the existing pointer and profile action behavior remains unchanged outside the overlay.


The core interaction has been converted: the old D-pad/face-button command layer is gone, the left stick now owns wheel selection while Options is held, and a light haptic marks each segment change. I’m wiring the eight popular-app slots into ControlDeck next, including true swapping when a chosen profile is already assigned elsewhere.


ControlDeck now has eight editable slots with app icons and names. The defaults are Codex, Chrome, Claude, Spotify, General macOS, Finder, Terminal, and Slack; choosing an app already present swaps the two positions instead of creating duplicates. The customization interface exposed to Codex is being updated to manage those same eight slots.


All automated checks are passing, including all 90 controller logic checks and the customization security boundary. I’m packaging and relaunching ControlDeck now so the connected controller uses the new left-stick profile wheel without you needing to restart it manually.


Continue please


Continuing from the verification pass. The implementation is complete; I’m checking whether the interrupted test/build process finished, then I’ll rebuild and relaunch once more so the running app contains the final smooth-overlay update.


Implemented and relaunched ControlDeck.

- Hold **Options** to open the Zelda-inspired eight-segment profile wheel.
- Use the **left stick** to highlight a profile.
- Release **Options** to switch.
- App logos, profile names, active-profile indicator, expanding selected wedge, gold outline, and stepped haptics are included.
- Default profiles: Codex, Chrome, Claude, Spotify, General, Finder, Terminal, and Slack.
- Configure or swap all eight slots under **Shift Layer** in ControlDeck.
- The Codex customization skill and MCP interface can also manage wheel slots.
- Quick-tapping Options retains its existing mapped action.
- Profile selection temporarily overrides automatic switching until you change applications.

ControlDeck is rebuilt, signed, running, and passed all 91 controller checks plus the security and UI bridge tests.


After taking a screen capture with the controller, I want a screen that comes up that allows me to highlight and edit things on the image, and I'd like the image to be copied to the clipboard by default. The editor that pops up immediately should be easy to navigate and easy to dismiss as well if I want to. Also, I'd like the ability to change the settings of the screen capture editor in the app as well.


I’ll turn the existing R2 capture flow into a proper post-capture workflow: copy the image immediately, open a lightweight annotation editor, support controller-friendly tool navigation, and add capture/editor preferences in ControlDeck. I’m using the macOS SwiftUI and AppKit window patterns because this needs a focused editor window that behaves cleanly without disrupting the controller service.


The editor will stay SwiftUI-owned, with only two narrow AppKit boundaries: the transient editor window and the system pasteboard. That keeps annotation state testable while ensuring clipboard and close/focus behavior feel native on macOS.


The existing capture uses macOS’s area selector, so I’m preserving that reliable selection experience. I’m changing it to capture through the pasteboard, detecting the completed image, and handing it directly to ControlDeck’s editor; this also guarantees the unedited capture is already copied before the editor appears.


The first compile is clean apart from one deprecated app-reactivation option, which I’m removing. The editor now has Highlight, Pen, Arrow, Rectangle, Text, and Redact tools, plus undo/redo, Copy, Save, Done, and an immediate Circle/Escape dismissal path. Controller input is isolated while the editor is open, so Options cannot accidentally open the profile wheel and L2 cannot start dictation.


The editor window now uses native macOS title-bar controls as well as its visible Close button, Escape, and controller Circle shortcut. That avoids custom-window chrome traps and makes dismissal reliable with mouse, keyboard, or controller. I’m moving into the final packaged-app verification now.


The packaged app has rebuilt and relaunched successfully through the project’s verified macOS run path. All 96 logic checks pass, including editor defaults, aspect fitting, annotation history, and export rendering; I’m doing one final runtime/signature check before handing it back.


Implemented and relaunched ControlDeck.

New capture workflow:

- Hold R2 and select an area with the left stick.
- The original image is copied to the clipboard immediately.
- The annotation editor opens automatically.
- Tools include Highlight, Pen, Arrow, Rectangle, Text, and Redact.
- Undo, redo, copy, PNG save, and clear are supported.
- Circle or Escape dismisses immediately while preserving the original clipboard image.
- Options finishes, optionally copying the edited version.

Controller editor shortcuts:

- Left stick: pointer
- Cross: draw/place
- L1/R1: change tools
- Square/Triangle: undo/redo
- Touchpad click: copy edited image
- Create: save PNG
- Options: Done
- Circle: dismiss

A new **Screen Capture** section in ControlDeck configures clipboard behavior, automatic editor opening, window behavior, default tool, colour, and line thickness.

The signed app is running and all 96 automated checks pass.


As part of the setup - I want you to take users throguh a quick (optional) tutorial that explains to them how it works and where they cna find more advanced features when they are ready.


I’ll add a short, skippable controller walkthrough directly to Setup, with progress saved so it can be replayed later. It will cover the everyday controls first, then clearly point users to Button Mapping, Screen Capture, Shift Layer, Profiles, Gyro, and Codex customization when they want more depth. I’m using the macOS SwiftUI patterns again for a focused tutorial sheet with native dismissal and controller navigation.


The tutorial will be offered once the five essential setup steps are ready, rather than interrupting pairing or permissions. Users can skip it immediately, replay it from Setup at any time, and navigate it with Cross/Options, L1/R1 or the arrow keys; completion and dismissal are remembered.


The walkthrough is now wired into Setup and controller input. It is six short pages: everyday model, pointer/scrolling, dictation/capture, app profiles, advanced feature locations, and a ready screen. The advanced page links directly to each relevant ControlDeck section instead of leaving users to hunt through the sidebar.


All 100 automated checks pass, including one-time offering, skip behavior, controller navigation, completion persistence, and replay. I’m packaging and relaunching the app now, then I’ll open Setup and visually verify the tutorial sheet and its advanced-feature links.


The tutorial logic and packaged build are healthy, but the relaunch check exposed a window-restoration issue: after the build script terminates the old process, macOS is restoring only the menu-bar component and not recreating the ControlDeck window. I’m fixing that startup edge now because Setup—and therefore the tutorial—must always be reachable after an update.


SwiftUI’s restored `WindowGroup` is the part failing—it retains a hidden closed window after the updater terminates the process. I’m crossing the smallest AppKit boundary here: SwiftUI still owns the entire dashboard and tutorial, while the app delegate owns only the single dashboard window’s show/reopen lifecycle. This removes the hidden-window state without changing the UI architecture.


Implemented and relaunched ControlDeck.

The optional three-minute tutorial:

- Is offered once the five essential setup steps are complete.
- Can be skipped immediately and replayed from Setup anytime.
- Covers pointer/clicking, scrolling, dictation, screen capture, and profile switching.
- Explains the everyday layer before introducing advanced features.
- Links directly to Button Mapping, Touchpad, Pointer, Screen Capture, Shift Layer, Profiles, Gyro, and Customize with Codex.
- Remembers whether it was offered or completed.

Controller navigation works with L1/R1, D-pad left/right, Cross or Options to continue, and Circle to skip. Keyboard navigation and visible Back, Next, Finish, and Skip controls are also included.

The packaged app is running and all 100 automated checks pass.


Can you commit and push the changes made and also update the readme file as well with the changes.


I’ll review the working tree and README coverage, make any small documentation gaps explicit, run the full checks once more, then commit the complete current ControlDeck state and push the active branch.


The active branch is `main`, cleanly based on the current public release, and the pending set is the expected ControlDeck feature work—no unrelated project files have surfaced. I’m checking the README against the final behavior and auditing the new resources before I stage anything.


The README now accurately covers the final profile wheel, controller-operated capture editor, gyro controls and Tilt Run, optional onboarding tutorial, app profiles, supported controllers, and constrained Codex customization. The audit also found no credentials, private keys, debug logging, or generated app/build artifacts in the pending commit. I’m running the complete logic/security suite and a fresh Swift build now.


All checks passed: 100 ControlDeck logic checks, the Three.js game bundle check, the native WebKit bridge check, the Codex customization security boundary, and a fresh debug build. I’m staging the reviewed set and will inspect the exact staged manifest before creating the commit.


The staged manifest hit one hygiene issue in the generated Three.js bundle: upstream shader strings carried trailing spaces. It is not functional or security-related, but it prevents a clean diff check, so I’m applying a whitespace-only cleanup to that generated resource and rerunning the staged audit.


The staged set is now clean: 34 intended files, including the README and all new app resources, with no unstaged leftovers. Because the cleanup touched the bundled game resource, I’m running the full suite once more before committing—not relying on the earlier pass.


The final rerun passed completely, including the regenerated game bundle and native bridge. I’m creating a single feature commit for this coherent ControlDeck milestone, then I’ll push `main` to `origin` and verify the remote-tracking state.


Committed and pushed all ControlDeck changes to `main`.

- Commit: `177bcf8` — `feat: expand ControlDeck interaction suite`
- README updated with profile wheel, screenshot editor, gyro controls, tutorial, app profiles, controller support, and customization details.
- All 100 logic checks, Three.js/WebKit tests, security checks, and Swift build passed.
- Working tree is clean and matches `origin/main`.

[View README]([LOCAL_PATH_REDACTED])

::git-stage{cwd="[LOCAL_PATH_REDACTED]"}
::git-commit{cwd="[LOCAL_PATH_REDACTED]"}
::git-push{cwd="[LOCAL_PATH_REDACTED]" branch="main"}


I'd like the Recent Codex tasks in the app section to be the most recent actual chats - not the header names of the chats (the headers can be subtext) - I don't think the headers will mean as much as the actual tasks.


I’ll change the recent-task rows so the latest user prompt is the primary text and the generated chat title becomes secondary context. I’m using the macOS SwiftUI patterns and build/run guidance because this touches both the task-data model and its dashboard presentation, then I’ll verify it against the real local Codex task data.


The current implementation only queries Codex’s generated `title`, which explains what you’re seeing. I’m checking whether the local Codex index already stores the latest user message; if it does not, I’ll extract that message from each task’s local rollout and keep the title as the secondary line.


The index does not contain the latest message as a dedicated column, so I’m implementing a lightweight local rollout reader. It will scan backward for the newest real user message, cache it in memory, and only rescan deeply when the chat’s recency changes—avoiding repeated reads of large Codex logs while keeping the list current. The SwiftUI row will use that message as a two-line primary label, with the chat header and state beneath it.


The implementation builds cleanly and the suite now passes 102 checks. Before relaunching, I’m doing one additional real-data verification: confirming the backward reader resolves the latest prompt from large, active Codex rollouts without loading entire chat logs, since that is the important behavior here—not just the row styling.


The deeper rollout test now passes across a synthetic 160 KB tool event, and all 103 checks pass. The cache key now follows Codex’s user-recency timestamp rather than ongoing agent updates, so active chats will not trigger expensive rescans every three seconds. I’m packaging and relaunching ControlDeck now so the updated recent-chat rows are live for you.


Implemented and relaunched ControlDeck.

Recent Codex tasks now show:

- Latest actual user message as the primary two-line text.
- Chat header and task state as secondary text.
- Relative timestamp on the right.
- Efficient in-memory caching to avoid repeatedly scanning large chat logs.

The README privacy section was updated accordingly. All 103 checks and the production build passed, and the refreshed app is currently running.

Key changes: [CodexTaskMonitor.swift]([LOCAL_PATH_REDACTED]), [FunctionalDashboardContent.swift]([LOCAL_PATH_REDACTED]).


I want you to add a way to make it easy to import and share a controller profile (maybe a json or yaml file specifying the layout?), make sure it’s secure as well.


I’ll add a portable, versioned profile file with Import and Export actions inside ControlDeck. I’m using the project’s controller-customization guidance plus macOS SwiftUI file-handling patterns; the importer will validate size, schema, actions, and bindings before showing a review screen, and it will never execute code or overwrite a profile silently.


The share format will be plain JSON rather than YAML: it is easier to inspect, has no tags or object-construction features, and maps directly to a strict Codable schema. Imports will be capped at 256 KB, reject unknown fields/inputs/actions and unsafe numeric values, preserve app assignments by default, and require a destination plus explicit confirmation before replacing anything.


The core format and review UI compile successfully. I’m adding adversarial tests now—oversized files, unknown schema fields, invented actions, and out-of-range sensitivity values—alongside a normal round trip, so “secure” is enforced by the test suite rather than just described in the interface.


The secure transfer tests now pass, and the README documents the workflow and trust boundary. I’m using the project’s macOS build/run guidance for the final packaging pass, then I’ll relaunch the signed local app so the new Profiles controls are available immediately.


The final suite passes all 109 checks, including the malicious-profile cases, and the packaged app launched successfully. The new workflow is now live under Profiles: select a profile, export its JSON, or import a shared file and review the destination and app-matching choices before confirming.


Implemented and relaunched ControlDeck.

In **Profiles**, users can now:

- Export the selected layout as a readable `.controldeck-profile.json` file.
- Import a shared profile through the native file picker.
- Review its controls, gestures, sticks and metadata before importing.
- Choose the destination profile.
- Keep existing app assignments by default or explicitly import them.

Security protections include a 256 KB limit, strict versioned schema, symlink rejection, whitelisted controls/actions, numeric range validation, unknown-field rejection, and no executable fields or code execution.

All 109 checks passed, including adversarial import tests. The README is updated.

Key files: [ProfileTransfer.swift]([LOCAL_PATH_REDACTED]), [ProfileSharingView.swift]([LOCAL_PATH_REDACTED]).


ok, add that to the app and commit and push it to github.


The import/share workflow is already integrated into the Profiles screen and running in the packaged app. I’ll now review the complete pending set—including the recent-chat display improvement—stage it, rerun the staged checks, then commit and push `main` to GitHub.


The pending set is exactly the two requested app improvements: real recent-chat previews and secure portable profile sharing, plus their tests and documentation. There are no unrelated files or build artifacts, so I’m staging the full set now.


The staged state passes all 109 logic/security checks and a fresh Swift build. I’m committing it as one coherent app update, then pushing `main` and verifying the local and remote commit hashes match.


Added to the app, committed, and pushed to GitHub.

- Commit: `8de42a3` — `feat: add secure profile sharing and task previews`
- Branch: `main`
- All 109 checks and Swift build passed.
- Local and remote branches match with a clean working tree.

::git-stage{cwd="[LOCAL_PATH_REDACTED]"}
::git-commit{cwd="[LOCAL_PATH_REDACTED]"}
::git-push{cwd="[LOCAL_PATH_REDACTED]" branch="main"}


I just want to check - has the zip download app been automatically updating or not? Also, if someone downloads that is mac going to block them from opening it?


I’ll verify both parts separately: whether the downloadable ZIP/app artifact is rebuilt by the repository’s release workflow, and whether that artifact is Developer ID signed and Apple-notarized. I’m using the macOS packaging/signing guidance because a locally ad-hoc-signed app can run here while still being blocked by Gatekeeper on someone else’s Mac.


The repository check already shows the download is not automatic: there is no GitHub Actions workflow, and the website serves a static ZIP created before the last two app commits. I’m inspecting that exact ZIP’s signature and notarization ticket now, rather than inferring from the build scripts.


No—the downloadable app ZIP is not updating automatically.

What I verified:

- The website serves a static `ControlDeck-macOS.zip`.
- That ZIP predates the last two app commits.
- The live download is byte-for-byte identical to the older local ZIP.
- There is no GitHub Actions release workflow.
- The notarized-release script is currently manual and does not copy the result into the website download folder or redeploy the site.
- The GitHub `main.zip` link updates automatically, but that contains source code—not the ready-to-run app.

Gatekeeper will also likely block the current app download:

- It has only an ad-hoc development signature.
- It has no Developer ID or Team identifier.
- It has no Apple notarization ticket.
- Apple’s Gatekeeper assessment explicitly returned `rejected`.
- The binary is currently Apple Silicon-only, so it also won’t run on Intel Macs.

Users will probably see “Apple cannot check this app for malicious software” or “developer cannot be verified,” depending on their macOS settings. Apple states that externally distributed apps should carry a Developer ID signature and be notarized for normal Gatekeeper acceptance. [Apple’s Gatekeeper guidance](https://support.apple.com/en-us/102445)

The project already has a good fail-closed notarization script, but it needs an Apple Developer Program membership, Developer ID certificate, and notarization credentials. After that, the missing piece is an automated release pipeline that builds, signs, notarizes, staples, verifies, publishes the ZIP, and updates the website download.


ok, but people can still build the app from the git repo can't they? I don't think I'll be able to setup an apple dev id in time.


Yes—building from source avoids the public-download signing requirement because the app is compiled and ad-hoc signed locally on the user’s own Mac. I’m checking one important detail first: whether the GitHub repository is actually public to unauthenticated users, since a private repository would make those instructions unusable for entrants.


Yes—they can build it themselves without an Apple Developer ID, and the locally built app should normally open because it is compiled and ad-hoc signed on their own Mac.

The commands are already documented:

```bash
git clone https://github.com/ihansel/control-deck.git
cd control-deck
./scripts/build-app.sh
open dist/ControlDeck.app
```

However, there is one immediate blocker: **the GitHub repository is currently private**. Other people cannot clone or inspect it until you change its visibility to public.

They will also need:

- macOS 14.2 or later
- Xcode or Xcode Command Line Tools with Swift 6.2+
- Internet access for the initial Opus dependency build
- Accessibility and microphone permissions during setup

So you can submit without an Apple Developer ID, but I’d recommend making the repository public and changing the website’s primary button from the currently blocked ZIP to **“View source and build on Mac”** until a notarized download is available.


ok - is there any other way to distribute it and make it easier to use and install? How long would a notarized build take to get do you think?


There are viable no-Developer-ID routes, but only one gives a genuinely smooth “download and double-click” experience: Developer ID signing plus notarization. I’m checking Apple’s current enrollment requirements and typical notarization timing, then I’ll rank the practical alternatives for your deadline rather than suggesting Gatekeeper workarounds.


A notarized build itself should be quick; Apple enrollment is the uncertain part.

If you enroll as an individual and verification goes smoothly:

- Membership activation: potentially immediate or within 24 hours. Apple says to contact them if confirmation has not arrived within 24 hours after purchase.
- Certificate and notarization setup: around 20–45 minutes.
- Build, upload, notarize and staple: usually 10–60 minutes. Apple says notarization normally takes less than an hour.
- Realistic best case: same day.
- Safer deadline allowance: 24–48 hours, especially for a new account.
- Organization enrollment can take considerably longer because of D‑U‑N‑S and business verification.

Membership is USD $99 annually, charged in local currency where available. [Apple enrollment details](https://developer.apple.com/help/account/membership/program-enrollment), [notarization timing](https://developer.apple.com/documentation/security/notarizing-macos-software-before-distribution)

Your existing notarization script already does most of the technical work, so once the account is active I would expect roughly one to three hours of hands-on work, including fixing any first-submission issues.

Without Developer ID, these are the realistic alternatives:

| Distribution method | User experience | Gatekeeper |
|---|---|---|
| Public repository + local installer script | Clone, run one command, app installed into `~/Applications` | Usually fine because it is built locally |
| Homebrew source-build tap | One `brew install` command, but requires Homebrew and Command Line Tools | Locally compiled, avoiding the unsigned-download problem |
| Unsigned ZIP or DMG | Easy download | Likely blocked; changing ZIP to DMG does not solve signing |
| Trusted collaborator’s Developer ID | Normal download and double-click | Works if they legitimately sign and notarize as the publisher |
| Mac App Store/TestFlight | Familiar installation | Still requires program membership and takes longer |

For your deadline, I’d use a two-track approach:

1. Make the repository public and add a polished local installer that checks prerequisites, builds, copies ControlDeck into `~/Applications`, launches it, and explains permissions.
2. Change the website button to **Build ControlDeck on your Mac** temporarily.
3. Enroll in the Apple Developer Program as an individual in parallel.
4. If enrollment activates in time, run the existing notarization workflow and replace the website download.

That gives judges a working installation route immediately while preserving the possibility of a proper double-click download before submission.


ok, I have just signed up to a developer account (I had one but it had expired so I just had to renew it), what do I need to do now?


Great—that removes the main blocker. I’ll check whether the renewed membership has already exposed a usable Developer ID certificate on this Mac and confirm the installed notarization tooling, then I’ll give you the shortest sequence. I’m using the macOS signing and notarization guidance because the certificate identity, hardened runtime, nested Opus signature, and notary credentials all need to line up exactly.


Your renewal has not yet produced a usable signing identity on this Mac: the Keychain currently reports **0 valid code-signing identities**. The good news is that the Command Line Tools already include `notarytool`, and the project’s custom release script does not require the full Xcode download. You only need to install a Developer ID Application certificate and save notarization credentials once.


Your membership renewal is the main step. At the moment, this Mac has **zero valid Developer ID signing certificates installed**, so two one-time setup steps remain. The full Xcode application is not required for our existing release workflow.

## 1. Create and install a Developer ID certificate

1. Confirm your membership shows **Active** at [developer.apple.com/account](https://developer.apple.com/account/).
2. Open **Keychain Access**.
3. Choose **Keychain Access → Certificate Assistant → Request a Certificate From a Certificate Authority**.
4. Enter your Apple Account email and name, leave CA Email blank, select **Saved to disk**, and save the CSR.
5. Open [Certificates, Identifiers & Profiles](https://developer.apple.com/account/resources/certificates/add).
6. Select **Developer ID Application**—not Developer ID Installer or Mac App Distribution.
7. Upload the CSR, download the resulting `.cer`, then double-click it to install it in your login keychain. [Apple’s certificate instructions](https://developer.apple.com/help/account/certificates/create-developer-id-certificates/)

You can verify it in Terminal:

```bash
security find-identity -v -p codesigning
```

You should see something resembling:

```text
Developer ID Application: Ian Hansel (TEAMID)
```

## 2. Save notarization credentials securely

Find your Team ID under the Membership section of the developer portal.

Then:

1. Visit [account.apple.com](https://account.apple.com/).
2. Open **Sign-In and Security → App-Specific Passwords**.
3. Generate one named `ControlDeck notarization`. [Apple’s app-password instructions](https://support.apple.com/en-us/102654)
4. Run:

```bash
xcrun notarytool store-credentials "control-deck-notary" \
  --apple-id "YOUR_APPLE_ACCOUNT_EMAIL" \
  --team-id "YOUR_TEAM_ID"
```

The command will securely prompt for the app-specific password and store it in Keychain. **Do not paste the password into this chat or put it in the repository.** Apple supports this Keychain-profile workflow for `notarytool`. [Apple notarization documentation](https://developer.apple.com/documentation/security/customizing-the-notarization-workflow)

Once those two steps are finished, tell me **“certificate installed and notary credentials saved.”** I can then:

- Make the release build universal for Apple Silicon and Intel.
- Build and Developer ID-sign ControlDeck and bundled Opus.
- Submit it to Apple.
- Staple the notarization ticket.
- Verify it with Gatekeeper.
- Produce the final downloadable ZIP.
- Update and redeploy the website download.
- Add safe release automation without committing your credentials.

Once the certificate and Keychain profile exist, the remaining process should usually take around 30–90 minutes, assuming Apple’s notarization service responds normally.


certificate installed and notary credentials saved


Excellent. I’ll verify the certificate and Keychain profile without exposing either credential, then prepare a universal release, run the full signing/notarization/Gatekeeper pipeline, and replace the website ZIP only after every check passes. I’ll keep the existing download untouched if Apple rejects anything.


Both prerequisites are valid: Keychain has the Developer ID Application identity for team `7266HLGARX`, and Apple accepted the saved `control-deck-notary` credentials. I’m applying the macOS packaging/signing workflow now; the next check is whether SwiftPM can produce a true universal executable with the existing universal Opus library.


The first universal-build attempt exposed a tooling limitation, not an app problem: SwiftPM’s combined `--arch` mode requires full Xcode, while this Mac currently has only Command Line Tools. I’m switching to two independent release builds—arm64 and x86_64—then merging them with `lipo`; that avoids a large Xcode installation and is compatible with the existing universal Opus framework.


The arm64 release build completed successfully. The Intel cross-build is now compiling from the same source and resources; after it finishes I’ll merge and inspect both slices before changing the release script, so the production path is proven rather than speculative.


The universal build path is now incorporated into the actual release script and documented. I’m running the complete app/security suite and packaging an ad-hoc universal bundle first; only after its two architectures, nested framework, bundle structure, and signature verify will I re-sign it with Developer ID and submit it to Apple.


The universal build has passed its local checks. I’m submitting that exact bundle to Apple now; once Apple accepts it, I’ll staple the ticket, run Gatekeeper against a freshly extracted copy, and then update the public download.


The certificate is valid, but macOS has paused on the first signature while it requests permission to use the private key. I’m checking that one-time Keychain prompt now; this is macOS protecting the signing identity, not a build failure.


I’m using the computer-control skill solely to inspect and, if macOS presents it, approve the certificate’s one-time Keychain access prompt so the notarization can continue.


Your Mac is currently locked, so macOS cannot show or approve the private-key prompt. Please unlock it; after unlocking, choose “Always Allow” if Keychain asks whether `codesign` may access the Developer ID key. I’ll continue preparing the release path meanwhile.


While that one-time signing permission waits, I’m using the Sites build/hosting guidance to prepare the existing ControlDeck download page for the notarized universal ZIP and its post-deployment checksum verification.


The certificate and notarization credentials are valid, and the universal Apple Silicon + Intel build has passed its tests.

One step is blocking completion: the Mac is locked, so Keychain cannot authorize the Developer ID private key. Please:

1. Unlock the Mac.
2. If Keychain asks whether `codesign` may access the Developer ID key, click **Always Allow**.
3. Tell me once that’s done.

I’ll then finish notarization, Gatekeeper validation, and publish the updated download.


That's done


Great — I’m resuming the signing run now. I’ll verify Apple’s response, test the ZIP as a fresh download, then publish it to the ControlDeck site.


Apple has received submission `57e3c327-ba23-484f-849f-9d8fd849c3c7` and is processing it. The uploaded bundle is correctly Developer ID–signed with hardened runtime.


Apple accepted and notarized the app. A quarantined, freshly extracted copy also passed Gatekeeper as “Notarized Developer ID,” and both the app and audio library contain Apple Silicon and Intel code. I’m replacing the website download with this verified ZIP now.


The website build and its download link tests pass with the notarized ZIP. I’m publishing this exact verified version now, including the clearer Apple Silicon/Intel and Apple-notarized labeling.


The public deployment is live. I’m doing the last check from the actual public URL—not the local build—to confirm visitors receive the same notarized ZIP and Gatekeeper accepts it after download.


The deployment itself succeeded, but the public CDN is still serving its cached old ZIP at the download path. I caught this before handoff. I’m forcing a cache-safe versioned download URL so no visitor can receive the earlier ad-hoc build.


The live download now matches the notarized artifact byte-for-byte and passes Gatekeeper after a simulated browser download. I’m saving the universal-build release improvements to the main repository so future releases follow the same safe process.


ControlDeck is now properly distributed:

- Apple notarization accepted: `57e3c327-ba23-484f-849f-9d8fd849c3c7`
- Developer ID signed with hardened runtime and stapled ticket
- Gatekeeper reports **Notarized Developer ID**
- Universal Apple Silicon and Intel build
- Live ZIP verified byte-for-byte after downloading
- SHA-256: `68838f0e02b4d70f874cd9ee5e83ef26a2fd682280a1435878cd23eb77929f3a`

[Download ControlDeck](https://control-deck.ian347727.chatgpt.site/downloads/ControlDeck-macOS.zip) or visit the [ControlDeck website](https://control-deck.ian347727.chatgpt.site).

The universal release process and [distribution documentation]([LOCAL_PATH_REDACTED]) were committed and pushed as `c4e723c`. Future releases will continue to fail safely if signing, notarization, stapling, or Gatekeeper validation fails.

::git-stage{cwd="[LOCAL_PATH_REDACTED]"}
::git-commit{cwd="[LOCAL_PATH_REDACTED]"}
::git-push{cwd="[LOCAL_PATH_REDACTED]" branch="main"}
::git-stage{cwd="[LOCAL_PATH_REDACTED]"}
::git-commit{cwd="[LOCAL_PATH_REDACTED]"}
::git-push{cwd="[LOCAL_PATH_REDACTED]" branch="main"}


ok great, can you update the github repo with this.


I’ll update GitHub with the distributable notarized ZIP as a release asset, and confirm the repository’s source and release documentation are fully synchronized.


GitHub is synchronized at commit `c4e723c`, but it has no downloadable releases yet. I’m adding the accepted notarized build as the first `v1.0.0` release; the repository will remain private, so this won’t alter its visibility.


The release exists, but GitHub treated the friendly filename as a display label while retaining `ControlDeck.zip` as the actual download name. I’m correcting the asset itself to `ControlDeck-macOS.zip` and rechecking its digest.


GitHub is fully updated.

- Created [ControlDeck v1.0.0](https://github.com/ihansel/control-deck/releases/tag/v1.0.0)
- Attached `ControlDeck-macOS.zip`
- Release points to commit `c4e723c`
- Downloaded the GitHub asset again and verified its SHA-256
- Repository remains private as requested

The public download remains available through the [ControlDeck website](https://control-deck.ian347727.chatgpt.site/downloads/ControlDeck-macOS.zip).


Should it be a .zip fill or a mac app?


It should be a `.zip` download. A macOS `.app` is actually a folder bundle, so GitHub cannot distribute it reliably as a single standalone file.

Users will:

1. Download `ControlDeck-macOS.zip`.
2. Double-click it to extract `ControlDeck.app`.
3. Move the app to Applications and open it.

The app inside the ZIP remains signed, notarized and Gatekeeper-approved. A `.dmg` could provide a more polished drag-to-Applications installer later, but the ZIP is correct and secure.


Would the dmg work and would it be hard to implement?


Yes—a `.dmg` would work well and would be straightforward to add now that signing and notarization are configured.

It would provide a polished installer window containing:

- `ControlDeck.app`
- An Applications-folder shortcut
- A simple “Drag ControlDeck to Applications” instruction

The release process would create, sign, notarize and staple the DMG, then verify it with Gatekeeper. I’d recommend publishing both:

- `.dmg` as the primary, friendlier installation method
- `.zip` as a lightweight fallback

Most of the difficult work—Developer ID signing and notarization—is already complete.


ok great, let's make dmg the default download on the website, and include both in the git repo


I’ll add a signed, notarized drag-to-Applications DMG to the release process, make it the website’s primary download, retain the ZIP as a fallback, and attach both files to the GitHub release. I’m using the macOS packaging and Sites publishing guidance because this changes both the trusted installer and the live distribution path.


The installer automation is in place and the release is being re-notarized through the new two-format pipeline. The ZIP and DMG will only replace the existing downloads after both pass their trust checks.


The new installer has passed Apple notarization and a simulated browser-download Gatekeeper check. The website now makes the DMG the primary action and clearly keeps the ZIP as a fallback; its build and download-link tests pass. I’m publishing that update now.


The live website now delivers the DMG as its default, and both live files match the locally notarized artifacts. I’m attaching the two final files to GitHub and updating the release notes with separate integrity hashes.


Done.

- [DMG download](https://control-deck.ian347727.chatgpt.site/downloads/ControlDeck-macOS.dmg) is now the website default.
- [ZIP download](https://control-deck.ian347727.chatgpt.site/downloads/ControlDeck-macOS.zip) remains available as a fallback.
- Both are attached to [GitHub release v1.0.0](https://github.com/ihansel/control-deck/releases/tag/v1.0.0).
- The DMG includes `ControlDeck.app` and an Applications shortcut.
- Both formats passed notarization, stapling, Gatekeeper and fresh-download verification.
- Release automation was committed and pushed as `ab78cb4`.

Checksums:

- DMG: `48d2e36cc0f1f2f42fcc84710b5b132723aad5c4afaf81d65a0b832397fcad6a`
- ZIP: `50e3028ac5c863347b9bb3e7d14396cb05ea6bd061c667ca626b8e6046b722e4`

::git-stage{cwd="[LOCAL_PATH_REDACTED]"}
::git-commit{cwd="[LOCAL_PATH_REDACTED]"}
::git-push{cwd="[LOCAL_PATH_REDACTED]" branch="main"}
::git-stage{cwd="[LOCAL_PATH_REDACTED]"}
::git-commit{cwd="[LOCAL_PATH_REDACTED]"}
::git-push{cwd="[LOCAL_PATH_REDACTED]" branch="main"}


Can you remove the Zip fallback as an option on the website.


I’ll remove the ZIP option from the website while leaving the ZIP available in the GitHub release. I’m using the Sites publishing workflow because this is a live-site change and needs to be rebuilt, tested, and redeployed.


The ZIP option is removed from the page and the site tests now explicitly prevent that link or label from returning. I’m publishing the simplified DMG-only website now.


Done. The live website now shows only the DMG download, with no ZIP fallback link or copy.

[View the updated ControlDeck website](https://control-deck.ian347727.chatgpt.site)

The ZIP remains available in the GitHub release, but it is no longer presented on the website.

::git-stage{cwd="[LOCAL_PATH_REDACTED]"}
::git-commit{cwd="[LOCAL_PATH_REDACTED]"}
::git-push{cwd="[LOCAL_PATH_REDACTED]" branch="main"}


I want to try out a fresh install from the start. Let’s unsync the dual sense and try and install from the website (www.control-deck.com) and see how it works and feels.


I’ll treat this as a genuine first-run test: preserve your current setup in a reversible backup, quit/remove the installed app, forget the DualSense, download the public DMG from `www.control-deck.com`, install it into Applications, and walk through pairing and onboarding. I’m using computer control because the Bluetooth removal, browser download, Finder installation, and permission prompts need to be exercised through the same macOS UI a new user sees.


The public domain is healthy and the DMG link is live. I also found that the current app is running directly from the development build—not from Applications—and its existing profiles/preferences would otherwise make this look like an upgrade. I’m preserving those settings in a reversible backup before resetting the first-run state.


The DualSense is currently connected by USB, so macOS disables **Forget This Device** until it is unplugged.

Please unplug the controller’s USB cable, then reply **ready**. I’ll then:

- Forget its Bluetooth pairing.
- Reset ControlDeck’s Accessibility and microphone permissions for a genuine first-run experience.
- Download and install the DMG from `www.control-deck.com`.
- Walk through onboarding and Bluetooth pairing from scratch.

Your current settings are safely backed up at:

`~/Documents/ControlDeck Fresh Install Backup/2026-07-21-223245`


ready


Thanks. I’m forgetting the Bluetooth pairing now, clearing only ControlDeck’s saved first-run permissions/preferences, then I’ll install the public DMG and assess every onboarding step as a new user would see it.


The download, mount, drag-to-Applications install, notarization and first launch all worked without a Gatekeeper warning. One early UX issue is already visible: a truly reset install opens directly to the disconnected ControlDeck dashboard instead of proactively presenting the setup/tutorial flow. I’m continuing through Setup and pairing to evaluate the rest of the experience.


The clean installation has reached the pairing step successfully:

- Previous pairing removed.
- USB disconnected.
- Existing ControlDeck preferences and permissions reset.
- Public DMG downloaded from `www.control-deck.com`.
- App copied into Applications.
- Gatekeeper accepted it without a warning.
- Fresh ControlDeck launch completed.

Please put the DualSense into pairing mode by holding **Create + PS** until its lights flash rapidly, then reply **blinking**. I’ll connect it and continue through permissions and onboarding.


in pairing mode now


I can see the pairing step is ready. I’m connecting the DualSense now, then I’ll return to the freshly installed ControlDeck and work through its permission and tutorial flow.


The controller appeared in Nearby Devices, but its pairing window expired before macOS completed the connection.

Please hold **Create + PS** again until the blue lights pulse rapidly, then release the buttons and reply **flashing now**. I now have the correct connection target ready and will select it immediately.


ok i am in pairing mode now


Connecting it immediately now.


The DualSense is now paired and connected over Bluetooth. The Settings UI took a moment to refresh, but the HID transport and macOS Bluetooth record both confirm the live connection. I’m restarting the newly installed app once to test whether it discovers that controller cleanly on launch.


The DualSense is now connected over Bluetooth, and ControlDeck detects it correctly—including battery and Bluetooth microphone availability.

The next step grants persistent macOS permissions:

- **Accessibility:** lets ControlDeck move the pointer, click, type shortcuts and control apps.
- **Microphone:** lets it capture controller audio for dictation.

Please confirm that you want me to enable ControlDeck’s Accessibility permission and accept its microphone prompt, then I’ll continue the first-run test.


I confirmed the permissions, run the first test


I’ll verify both permissions are active, then run the first built-in three-second microphone test from the freshly installed app and check the captured level/result. I’m continuing with computer control because this needs to exercise the real ControlDeck UI and macOS permission state.


Starting the three-second microphone test now—please say a short sentence into the controller when it begins.


The first microphone test passed successfully over Bluetooth:

- 131 audio packets received
- Voice peak: 14%
- Accessibility permission confirmed
- DualSense microphone reports “Bluetooth mic ready”

The clean installation’s core controller and microphone connection are working.


Ok, that went pretty well. But there's a few changes I want to see to the app.
1 - I'd like a nicer screen when installing the dmg to drag it in the applications folder
2 - The first time someone opens the app, they should be guided through the setup, and it should be very easy and helpful, this includes things like getting the sync mode working by pressing the Create and PS button (that will need an image to highlight the buttons because most people won't know the create) or sync via usb cable.
3 - I think by default L3 should be copy and R3 should be paste
4 - the Screen capture app is great, but I want to know once I've clicked done, that the current image and markup is going to be saved to the clipboard, that's not clear.


I’m going to implement all four as one first-run polish pass: a proper DMG window, guided onboarding with visual pairing instructions, corrected stick-click defaults, and explicit clipboard confirmation after screenshot markup.

I’m using the macOS packaging and SwiftUI app-pattern skills because these changes span both the installer experience and the app’s first-run UI. Their guidance will shape the DMG layout, onboarding flow, and verification.


The existing app already has most of the right building blocks—a reusable controller image, an optional tutorial, setup status checks, and a functional editor. I’m tracing why the tutorial didn’t appear on the clean install and will extend those components instead of adding a competing flow.


Once all this is done, the new dmg is built and github commit and pushed I will install again (myself this time).


Understood. I’ll finish the implementation, build and validate a new signed/notarized DMG, then commit and push everything. I’ll leave the fresh-install run to you and give you the exact release artifact and commit when it’s ready.


I found the main first-run issue: the tutorial was only offered after all five setup checks were already complete and only when the user happened to open Setup. I’m changing it into an automatic, skippable onboarding flow that begins with pairing and permissions, while keeping the advanced tutorial replayable from Setup.


continue


The four product changes are now implemented in source. I’m at the verification stage: compiling the onboarding UI and editor changes first, then I’ll exercise the fresh first-run state and build the polished DMG.