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SBGVR 1.3.2
Changed
- Weapons aim with the camera (with
MotionCameraandControllerAimingon): 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.