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Version 1.3

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@ShinyWindow ShinyWindow released this 05 Aug 04:10
· 4 commits to MotionControls-2 since this release

Physical VR combat

Your sword is now an actual object. Swings do damage by real hand speed instead of
triggering B-button attack animations, and the blade physically cannot pass through
enemies, walls or the floor. The shield blocks by geometry.
Enemies get shoved and pressed by the sword.

This is OFF by default. Turn it on in VR Settings / Physical Combat (new sidebar
section). It's the biggest change the mod has had and it's still settling, so the
old button combat is still there.

New features:

Physical melee combat — swing speed decides everything: how fast you move the
blade picks the damage tier (arm / hit / heavy, mapped onto vanilla's slash and
jump-slash), and the blade collides with the world continuously.

Half-Life: Alyx style item selector — hold the selector input (right stick click by
default) and a compass of your equipped items appears at your hand. Flick toward one
and release to take it. Up = sword and shield, left/right/down = your three C items,
release without moving = empty hands. Haptic tick on every highlight.

Trigger uses whatever you're holding — (optional) this replaces C buttons entirely. Pull out
the bow with the selector and you fire it with the trigger of the hand it's in;
squeeze to draw, release to loose. Pull out a Deku stick and it's the other trigger.
Bombs, bottles, boomerang aim-and-throw, magic. the trigger is literally pressing that item's own button for you. Buttons can
no longer pull items out or draw the sword; that's the selector's job now.

Recommended Settings!!

Enhancements/Graphics/Mods: enable "Disable 2D Pre-Rendered Scenes" and "Disable Fixed Camera"
VR Settings/Gameplay: enable "Hide Link's Body"
VR Settings/Physical Combat: turn on "Physical Combat" — this is the whole release

Most things can be calibrated in VR Settings/Calibration