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bioshock-vr v0.2.0

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@mohamad-balouza mohamad-balouza released this 27 Jul 23:17
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bioshock-vr v0.2.0

Everything on the v0.1.0 known-issues list that hit every player is addressed:

  • The HUD is readable in VR. Health, EVE, and ammo now show on a floating
    panel in front of you during stereo gameplay instead of unreadable
    double-vision at the screen edges - and the pause menu lands on the same
    panel. Three overlay sliders (distance / width / height) place it, and
    "Save preset values" persists them. The flat window keeps its normal HUD.
  • VR-standard controls. Use/interact stays on A (it is also the menu
    confirm), jump on B, reload/hack on X, first-aid on Y - and holding the
    right-stick click while pushing up/down/left selects between the equipped
    weapon's three ammo types (BioShock's d-pad function, which Touch never
    had a home for). The weapon/plasmid wheels select normally with the stick
    while a grip is held, and zoom is removed (an HMD FOV zoom is a comfort
    hazard; nothing requires it). Full table in the README.
  • The ghost hand is gone. The inactive hand (and the stowed weapon, when
    your plasmid is up) no longer floats in view; whichever hand is raised is
    the only one you see. vrhands hideinactive off restores the old behavior.
  • The right stick no longer pitches the view. Your head owns pitch in VR;
    the stick turns you. This also stops the viewmodel riding the stick
    vertically. vrinput pitchkill off restores stick pitch.

Install and setup are unchanged from v0.1.0 (both DLLs into
...\BioShock Remastered\Build\Final\, VDXR or SteamVR, F10 -> VR PRESET 1) -
see the README inside the zip. Existing tuned presets (vrpreset.ini /
hands.ini) carry over untouched.

Known issues (the v0.3.0 targets): per-weapon aim/laser/model alignment away
from the tuning pose (the trim-algebra unification and muzzle-bone work), the
viewmodel's idle sway, and the main menu still rendering flat.