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Sauerbraten-VR
Verified on Quest 3.
Fixed
Reversed stereo. Each eye was displaced to the other eye's side, so anything close — the weapon above all — could never be binocularly fused. Distant geometry has almost no parallax and looked fine, which is why this survived so long and why tuning IPD/world scale never helped.
The whole game was too dark. The gameplay dimming overlay was a 55% black veil; it is now 20%.
Weapon and arms sat too low, too far away and too small. The viewmodel was being forced out to a fixed distance and doubled in size purely to work around the stereo bug above. It now draws along the real controller ray, closer, larger and lifted into view. The aim ray is untouched, so accuracy is unchanged.
Hud gun models were offset off the hand. They carry a baked offset authored for desktop's screen-space viewmodel, which also grew with any size boost. It is now neutralised for the VR viewmodel draw.
Settings could not be overridden. A config.cfg written by an older build silently pinned the VR tuning values, so changed defaults had no effect.
New — experimental Pico support
This is now a single universal APK. It declares the vendor-neutral OpenXR IMMERSIVE_HMD category and Pico's pvr.app.type, and suggests the standardised XR_BD_controller_interaction controller profiles (pico4_controller, pico_neo3_controller) before the older pre-standard path.
This has not been tested on Pico hardware. Quest is unaffected and verified. If you try it on a Pico, reports are very welcome.
Also
The project now builds on Linux, not just Windows.