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v0.3.0 - per-weapon aim profiles + full bundled calibration

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@mohamad-balouza mohamad-balouza released this 28 Jul 18:21
029178c

The aim update: every weapon now keeps its own laser calibration, and the shipped defaults ARE a complete in-headset calibration - install and play, no tuning needed.

Highlights

  • Per-weapon aim profiles: the right hand's aim trim + ray offsets follow the equipped weapon automatically - tune with a weapon up and only that weapon changes, swapped in the moment you switch. All eight holdables (pistol, shotgun, machine gun, grenade launcher, crossbow, chemical thrower, wrench, research camera) ship pre-calibrated. Calibration flow if you want it tighter: fire at a wall, nudge the sliders until the laser sits on the bullet holes, next weapon, one "Save preset values".
  • The aim finally sits on the model: the render-lock correction that made the laser drift off the gun at wide hand angles is retired (off by default). Aim is 1:1 with the controller.
  • Bundled full calibration: aim trims (now up to +-90 deg), per-weapon profiles, body-follow (instant 1:1), and HUD placement all ship as defaults, tuned in-headset on a Quest 3.
  • One trim algebra everywhere (from the session-20 work): laser, bullets, and viewmodel share one pose math - trims hold at every wrist roll, plus an idle-sway kill so the barrel does not breathe while you aim.

Using the bundled preset

  • New install: copy the two DLLs into ...\BioShock Remastered\Build\Final\, launch, press F10 -> VR PRESET 1. Done - the defaults are the calibration.
  • Already have your own tuning? Your files in %LOCALAPPDATA%\BioshockVR\ always win over the built-in defaults - updating changes nothing you tuned. To adopt the bundled calibration (wholly or partly), see preset/HOW-TO-USE.txt in the zip: replace or mix in vrpreset.ini / hands.ini / weapons.ini and restart.

Also in this release

  • Weapon identity resolved from the engine's own equipped-holdable pointer: profile swaps are instant, work before the first shot, and can never bleed edits into another weapon's profile.
  • Right-stick deadzone for body-follow now defaults to 0 (nothing moves with the camera anymore, so the band is unnecessary).
  • New diagnostics for the curious: fovaudit (projection submission vs rendered), vrfgnode (foreground-scene instrument), vrrec record/replay, and a frame-dump decoder in tools/.

Known: the flat desktop window can pause while the headset overlay is open (in-headset play is unaffected). Full details and the reverse-engineering notes are in docs/ on the repo.