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v0.1.5

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@dariulone dariulone released this 25 Aug 11:45

0.1.5

  • Wrist readout: no longer goes black when a weapon is drawn. The draw event carries the surface into the weapon plane and the world widget loses its render target there, so the surface is now frozen where the draw left it and the widget re-armed once -- after which there are no transitions left to survive.
  • Wrist readout: the freeze belongs to the component it was done for, so a death or a save load owes it again instead of leaving the readout to die on every weapon switch. Spawning with a weapon already in hand counts as the transition, which also covers respawning armed.
  • Wrist readout on the female player, cut from her own forearm with her own bind pose.
  • Fixed the frame-rate collapse near a surveillance camera with a weapon drawn (60-70 down to 20). The ownership test on the hitscan ray is now free: no VirtualQuery anywhere on the ray path.
  • Fixed the view holding a frame while a car turns. 4-12% of rendered frames shared an aim epoch with the previous one and wrote its orientation back -- correct for the head, stale for the world.
  • Fixed VRIK jitter while seated in a vehicle: the solve now takes the full entity world quaternion instead of a yaw-only reconstruction, which was wrong by however far the car had pitched and rolled.
  • The second eye is submitted with the pose its OWN image was drawn with, from a read-back queue of its own, and when no image is paired to the current frame it reuses its own most recent one instead of borrowing MAIN's.
  • Surveillance cameras: the second eye now follows the camera instead of staying on the player, its FOV is matched (the camera renders at 60 where the port forces 103.982), VRIK is suspended as in a cutscene, and the head steers from the lens with the horizon level.
  • Computers and terminals no longer take the camera from the head. The screen still opens, takes input and closes; only the one Activate call that hands the camera over is skipped. The zoom is traded for leaning in, and is switchable.
  • Device screens can be scrolled again: the right stick's Y is handed back to the game while one is open.
  • The player is held in first person: the perspective toggle does nothing and a car entered in third person is put back, both through the game's own restriction and event.
  • The scanner is a TOGGLE -- squeeze at the ear to open, squeeze again to close, hand free in between.
  • The quickhack list moved off the face buttons onto the left stick, to the stop, with X as a plain apply. It presses the arrow keys rather than the D-pad, because the D-pad is also the scanner's zoom.
  • The scanner's HUD can be dragged and scaled, which HUDitor cannot do for it.
  • The D-pad chord fires at 0.90 like every other gesture in the port, not at 0.5.
  • In a vehicle, A confirms a dialogue line: confirming is X, and X is the exit there, so seated there was nothing able to confirm at all. The handbrake on A keeps working.
  • The shadow cascades are checked on every launch instead of installed once: they are shared between the two views, so a value drifting off the shipped one replaces UserSettings.json whole, keeping one backup.
  • Binding lists updated in the overlay and the README; the aim laser's label spelt right.