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The Overture revolver rolls its cylinder, ejects its cases and reloads from a real speedloader item.
Recoil kicks the HAND, not the camera, on a damped spring, with a per-weapon angle.
The empty hand now rests instead of clawing at nothing while a weapon is out.
Two-handed hold: bring the off hand to the weapon, squeeze, and it steers the aim and drops the kick. Twelve weapons have a captured hold.
Physical body rotation (optional): the character turns to follow the headset through the engine's own heading, so mesh, capsule, aim and movement all follow.
VRIK suspends itself entirely during cutscenes, with a per-tier threshold.
VR driving: grab the wheel with your own hands, steer by the tilt of the line through the controllers, adjustable deadzone and lock angle.
A palm on the wheel hub sounds the horn; a hand that is grabbing never honks.
Draw a weapon while driving and the right trigger becomes the gun, with the throttle latched and trimmable from the left stick.
The F10 overlay now reaches the second eye, so opening a settings panel no longer costs you stereo.
13 headsets and 60 resolutions, every ladder reaching 6000 px; PlayStation VR2 and Bigscreen Beyond 2/2e added.
The port's HUDitor setup ships as an opt-in config: the editor on F11 plus a VR-tuned layout for all 26 widgets.
Changed
Movement speed is discrete: past the deadzone only the direction comes from the stick, so a wrist tremor no longer changes your pace.
Sprint is the left stick held forward for 0.2 s, held rather than toggled, and it survives a dash.
No sprint out of a crouch, read from the game's own locomotion state machine.
Dash moved to the right stick pushed fully up, one dash per push.
Crouch stays on the right stick pushed fully down.
The right stick click is now the slide release; it no longer crouches.
B drops the magazine while a weapon is in hand, and reaches the game normally when holstered.
The scanner is a one-hand gesture: raise the left controller to your left ear and squeeze the left grip.
A snap turn needs a FULL stick push, so a resting thumb no longer turns you.
Leaving a vehicle is X HELD; B is never the exit in a car, so no stray press can eject you.
No hand smoothing while a hand is holding the steering wheel.
The HUD is pasted at the same pixel in both eyes by default, so markers land in the same place.
Virtual Desktop drives the XR loop inline again, behind an ini key.
The cascade shadow rows are removed from Graphics -> Advanced: raising them gives you artefacts the port cannot fix.
The persistent centre dot ships off.
The shipped UserSettings.json no longer forces the game's language.
The port's own HUD mod is deleted; HUDitor does this properly and the two fought over the same widgets.
Hand and weapon collision is off in this release: the body capsules came back out after a vehicle launched the player.
61 .anims left the archive; they were export scaffolding, not files the game needs our copies of.
README and the overlay's binding list rewritten against the code.
Fixed
The second eye's random image jump every 2-4 seconds: it had ONE capture texture where MAIN keeps a pool of three, so a blit overwrote the pixels a submit was copying out.
Sun cascade shadows disagreed between the eyes and MAIN's blinked on its own: a view samples the atlas it rasterised itself, so the fit record, the cascade camera and the sampling matrix must all come from one view.
MAIN's cascade pass turned out to be a duplicate; 373 draws a frame stop being submitted.
Nothing animated in a shader moved in the second eye: its frame clock was zero forever, which is why cloth flags hung dead.
Vegetation jittered in MAIN on head turns: the wind volume is claimed by one view per frame, and MAIN was reading last frame's.
The second eye marched its reflections 4000 units in 5000 steps, mirroring a ceiling MAIN leaves matt.
The render mask table knew 13 of the engine's 27 categories, so a missing pass could not even be named.
A reflection-probe face was being compared against the second eye as though it were MAIN.
Black band down the outer edge of each eye on off-axis lenses (Quest 3): the frustum is sized to COVER the panel now, not to match its span.
Hands looked laggy and ghosted. Five separate causes, all measured: the solve was clocked by a Lua callback; the hand offset was measured against a different head than it is re-anchored on; a 72 Hz stream was resampled at 52 Hz; the per-frame locate aimed at the wrong clock; and Present is the wrong clock by phase, so 3-7% of displayed frames replayed the previous arm.
The hips jumped 22 cm in 2-4% of animation passes -- the same clock defect from another angle.
The elbows swung when you looked around: the shoulder girdle was anchored on the camera and now hangs off the body.
The camera heading and head displacement were each a frame old -- 4.2 deg of error at a 300 deg/s turn.
The avatar was thrown forward on a dash: the body anchor paired a current camera with a tick-old entity position, and used that same reading to decide which character it was.
Getting into a vehicle threw it into the air: the body capsules interpenetrate the seat, so they come off at the door.
A held magazine floated clear of the palm at a run -- 21 cm, because a script write is not in the race the hand is drawn in. It is carried by a component on the player's own template now.
The magazine started floating again in 0.1.1's archive: the carrier components had only ever existed inside the packed binary and were lost on the next repack. Their sources are tracked now.
A firearm's hit is redirected in the engine's own PhysicalRay evaluator, so the muzzle is the origin and shotgun spread stays spread.
An NPC firing at you no longer kicks YOUR hands or sends its projectiles down your barrel.
A crash on save load: the second eye replayed a node whose indirect argument buffer was NULL.
The overlay was draining the game's GPU queue every frame -- 43.8 fps against 70.3 with the fence guarded.
VRIK never armed at all under Proton: a pointer classifier assumed the Windows heap layout, and Wine's allocator sits two orders of magnitude below it.
The laser dot was being zoomed twice.
The driving view faced off to one side, differently per car: it was pinned to the body's yaw rather than the camera's.
Pushing the left stick to the stop in a car was handing it to the autopilot (Vehicle_Autodrive is the same L3).
Brushing X while driving ejected the player instantly; the exit is a hold now.
Seating a magazine and keeping the grip held made the weapon take the support hold by itself.
The Kenshin Spy lost its frame twice: once to cooked collision left behind in the mesh, once because twelve of our weapon overrides were built on the pre-Phantom-Liberty copies of base\ files.
The Overture's speedloader disappeared after a Windows reinstall; the source was in the repo all along.
The archive in the repo was three months behind the one the game runs, so a release built from it shipped almost none of this.
The tester package could not be built at all, and shipped 3 of 14 grip poses when it could.
Two loose r6\scripts files the port silently depended on are versioned with it now.
The reload's slot probe asked for slots the weapon does not have, which left it inert on any revolver.