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SBGVR 1.4.2

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@lmkHenlo lmkHenlo released this 06 Nov 23:22

SBGVR is now on Thunderstore: install and update it with r2modman from there.

Changed

  • Clearer button prompt icons. With Meta Quest Touch controllers, the game's button prompts use redrawn icons that are easier to read at the size the game shows them: white letters and outlines in the left (blue) or right (orange) controller's colour, with a dark edge so they stay readable over bright scenes.
    • Thumbsticks are a double ring with L or R, with arrows for a direction and a notch for a press.
    • Triggers are the trigger paddle with LT or RT, grip buttons a pill with LG or RG, and A, B, X, Y and Menu round buttons.
    • The grip button combinations (D-pad, scoreboard) show the grip button above the other control.
  • The README and the Thunderstore README say to install and update SBGVR with r2modman from its Thunderstore page. The zips here still work with r2modman's Import local mod or the by-hand install.
  • The README's mirrored button table says that through SteamVR the Menu button opens SteamVR's menu, so you pause with the right grip button + X.

The prompt icons are now SBGVR's own drawings; the controller layout in the menus still uses Meta's controller artwork (see THIRD_PARTY_NOTICES.md). See CHANGELOG.md for the full details.

SBGVR 1.4.1

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@lmkHenlo lmkHenlo released this 06 Nov 13:25

Changed

  • The mod's VR runtime folder is now called VrRuntime (it was CopyToGame), since nothing is copied to the game any more. After a manual update, the old CopyToGame folder isn't used and can be deleted; r2modman removes it itself.
  • The MotionControls setting's description and the README say that through SteamVR the Menu button opens SteamVR's menu; pause with the left grip button + A.

Fixed

  • In online matches, other players' name tags no longer throw an error every frame, which made the game's Player.log grow very large.
  • With MirrorButtons on, the controller layout panel in the main menu and pause menu shows the mirrored layout. Before, every label was wrong.
  • If one feature fails as VR starts or stops, the others still switch on or off, and the log names the one that failed.

Tested on Meta Quest 3 with OpenXR and OpenVR. See CHANGELOG.md for the full details.

1.4.0

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@lmkHenlo lmkHenlo released this 06 Nov 05:12

Added

  • Meta Quest button prompts (with MotionControls): while you play with Meta Quest Touch controllers, the game's button prompts show the controllers' own buttons instead of an Xbox controller's.
    • Meta's A, B, X, Y and Menu buttons, and Meta's drawings of the thumbsticks, triggers and grip buttons: blue for the left controller, orange for the right.
    • Each prompt shows the button that does that action, mirrored with MirrorButtons. Interacting and leaving the golf cart show the left thumbstick press.
    • The prompts appear, move and fade as before. They switch back to the game's icons as soon as you use a gamepad, keyboard or mouse. Other VR controllers keep the game's icons.

Changed

  • Nothing is written to the game folder any more. The VR runtime files stay in the mod's own folder, so removing the mod removes everything.
    • Versions up to 1.3.2 copied these files into Super Battle Golf_Data each time the game started. Those copies aren't used any more; the log lists any it finds, and the README's Uninstalling section says which files you can delete.

The button prompt icons are drawn from Meta's Meta Quest Touch Plus artwork under Meta's Art Attribution License 1.0; see THIRD_PARTY_NOTICES.md. SBGVR isn't affiliated with or endorsed by Meta.

Tested on Meta Quest 3 with OpenXR and OpenVR. See CHANGELOG.md for the full details.

SBGVR 1.3.2

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@lmkHenlo lmkHenlo released this 31 Oct 04:08

Changed

  • Weapons aim with the camera (with MotionCamera and ControllerAiming on): while you aim an item with the controllers, in third or first person, turning or tilting the controller turns the camera by the same angle, and weapons aim along the camera, as the golf club's swing does.
    • Aiming starts where your controller points, then follows it 1:1, smoothed so hand tremor doesn't shake the view.
    • After each shot the aim goes back to where the controller points. When you stop aiming, the camera's tilt eases back to where it was.
    • Golf swings, the rocket club, the Jumbo Burger and gamepad, keyboard and mouse aiming are unchanged.
  • The controller layout panel shows the left Menu button as the Steam menu, calls the motion controller the dominant controller and spells out the left grip button's combinations.

Fixed

  • The railgun's scope zooms in VR again, by the same magnification as on a flat screen. The floating screen, markers and crosshairs keep their size.
  • While you aim the railgun, your headset no longer moves the view or the aim. It looks exactly where the shot goes; tilting your head toward a shoulder still keeps the horizon level. Normal head tracking returns the moment you stop aiming.
  • Gun crosshairs (dueling pistol, elephant gun, rocket launcher, railgun) sit exactly where the shot will go.
  • While your smoke bomb hides you, the floating screen no longer has a purple frame around it. Your view is still tinted purple as before.

Tested on Meta Quest 3 with OpenXR. See CHANGELOG.md for the full details.

SBGVR 1.3.1

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@lmkHenlo lmkHenlo released this 30 Oct 05:45

Fixed

  • With FullViewFades on, the game's fade from black into the main menu now shows in VR (the game uses it when it starts by joining a Steam lobby, for example from an invite). The game's own fade was hidden and its replacement was never drawn. The controller layout panel still isn't dimmed by it.
  • MarkersOnTop draws markers over scenery and characters again, as the game draws its HUD on a flat screen: the ball and hole icons, name tags, distance labels and the other world-space markers were covered by terrain and player characters even with it on. The copies of their materials that SBGVR draws them with only set "ignore depth" when the shader declared that setting, which Unity's UI and TextMeshPro shaders don't. They're also drawn after the game's see-through effects and glows now (such as the glow around item boxes), which no longer show over them. With MarkersOnTop off, scenery and effects cover markers as before.
  • A controller that reports an unset (all-zero) pointing pose can no longer make weapons aim along a fixed world direction for that frame.

Changed

  • If a game update moves the check behind MarkerViewAngle, only that wider view angle is lost; world-space markers, reticles, the aim line and lock-on markers keep working.
  • World-space markers, and PlayersCoverMarkers, no longer allocate memory every frame, which means fewer garbage collection pauses.
  • SBGVR.dll no longer records the folder it was built in, so builds of the same commit are identical.

SBGVR 1.3.0

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@lmkHenlo lmkHenlo released this 30 Oct 03:18

Added

  • Controller layout in the menus (VR HUD → MenuControls, on with MotionControls): the main menu shows the VR controller layout from the moment the game starts, and the pause menu shows it whenever you open it.
    • Every button on both Meta Quest Touch Plus controllers and what it does in SBGVR, plus the left-grip-button combinations, the motion controls and the F4/F5 keys, using Meta's official controller artwork and names.
    • It's on its own panel just below the floating screen, tilted towards you, so look down a little to read it. MenuControlsSide = Left or Right puts it beside the screen instead.
    • It never covers the menu, which works exactly as before, and the menu's fades don't dim it. It appears and disappears with the pause menu.

The controller artwork is Meta's, used under Meta's Art Attribution License 1.0; see THIRD_PARTY_NOTICES.md. Tested on Meta Quest 3 with OpenXR.

SBGVR 1.2.0

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@lmkHenlo lmkHenlo released this 30 Oct 01:41

Added

  • First person in VR (VR First Person → FirstPerson, off by default): see the game through your character's eyes. Switch with F5 (FirstPersonKey) or, with the controllers, by holding the left grip button and pressing the right thumbstick (FirstPersonControllerToggle). The choice is remembered.
    • You look up and down with your head; the thumbstick only turns you, smoothly by default (FirstPersonTurn = Smooth, or Snap with SnapTurnAngle).
    • Walking goes where your head looks. Without the controllers, weapons aim where you look; with them, where the controller points, as before.
    • Golf swings aim like in third person: the aim starts where you're looking when you start aiming, then your head doesn't move it. The thumbstick turns it smoothly, and the motion camera fine-tunes golf club and rocket club swings by turning or moving your controller.
    • Your own character is hidden while in first person, as the game does for the railgun's scope. Nothing is sent to other players.
    • The view goes back to third person while you're knocked out, respawning or spectating, and the hole overview plays as usual, each returning to first person afterwards.
    • In a golf cart, the view faces the front of the cart and turns with it as you steer.
    • Your eyes are 1.5 m above your character's feet; FirstPersonEyeOffset raises or lowers them.

Changed

  • New defaults: ScreenShake is 0.25 (was 0), CameraTransitions is Game (was Fast) and PlayersCoverMarkers is false (was true). A settings file you already have keeps its values; change them there, or delete those lines to get the new defaults.
  • Holding the left grip button and pressing the right thumbstick now switches first person instead of dropping your item (pressing the thumbstick alone still drops it). Turn FirstPersonControllerToggle off to keep the old behaviour.

Tested on Meta Quest 3 with OpenXR. See the README for the full first-person section and settings.

SBGVR 1.1.1

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@lmkHenlo lmkHenlo released this 25 Oct 07:37

Changed

  • MotionControls is now on by default and AimLine is off by default. If you already have a config file, it keeps the values you set.
  • Controller aiming and the motion camera only work while you're playing with the VR controllers. Once a gamepad, mouse or keyboard takes over, aiming follows the camera like in 1.0.2. Pick the controllers up again and controller aiming comes back.

Fixed

  • Changing DominantHand while the game is running now switches the aiming controller straight away.
  • If OpenXR controller input can't be set up, VR still starts (just without controllers) and the error is written to the log.

Controllers still don't work with the OpenVR runtime. OpenXR stays the default.

SBGVR 1.1.0

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@lmkHenlo lmkHenlo released this 25 Oct 01:34

Motion controls (OpenXR): VR controllers as a gamepad, controller aiming for weapons, a motion camera while aiming swings, mirrored buttons, and an aim line. Flash camera blindness is on by default; the F3 VR toggle is removed. Tested on Meta Quest 3 with OpenXR; motion controls don't work with OpenVR. See CHANGELOG.md for details.

SBGVR 1.0.2

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@lmkHenlo lmkHenlo released this 24 Oct 15:39

SBGVR 1.0.2: play Super Battle Golf in a PC VR headset.

Tested by players on Steam Frame, Valve Index and Meta Quest 3.

Install: download lmkHenlo-SBGVR-1.0.2.zip below. In r2modman, make sure the Super Battle Golf profile has BepInExPack, then use Import local mod with the zip. Or install by hand as described in the README.