v0.0.9
Stereo / AER / depth:
- Restore mono-depth capture and AER stereo: dormant AER submit thread,
per-eye toggle, late-IPD-shift stereo write. - Log cleanup ([AERDBG]/[DEPTHDBG]) and wait hardening (fence 1000ms,
swapchain 200ms). - Keep the tested view-packet position scale explicit: posScaleView =
50/131072 (bit-identical to the old 25/65536). - AER submit now defaults off.
- SteamVR: run the mono submit on the dedicated thread (like AER) instead of
inline on the game's Present thread, so SteamVR's xrWaitFrame / compositor
pacing no longer stalls the game (fixes freezes / lag). VDXR and other
runtimes keep the proven inline path (gated by UseThreadedSubmit()).
Gameplay / rig:
- Melee: native effect hits + sound, stat guard, no idle unequip, tuned
swing speed. - Camera shake: Aim_JNT swing-only freeze (rig-level shake kill, snap-safe),
camera-shake weight kills, engine-true overlay projection. - Sprint: kill the sprint-dive / sprint-snap "double" at the anim-layer
source; clean-pair XY slew limiter + one-tick lead predictor kept as
dormant safety. - VRIK: snap-turn arm fixes, shared-slot registry, hot-path perf, dead-code
purge; in-vehicle camera->head bake dropped (arms-only IK in vehicles).
Controls / HUD:
- D-pad chord while the LEFT stick click is held, the RIGHT stick picks the D-Pad direction.
- Holster zone margin.
- VR HUD: "Phone" placement region relabeled "HP Bar".