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Releases: onetin84/Wet-Reality-XR-PWS2

Wet Reality XR Mod 1.123.1-beta

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@onetin84 onetin84 released this 29 Sep 00:04

Turbo nozzles spin again, and every jet of the double turbo and the trident now cleans. This builds on v1.121.1-beta. WetReality.Pose.dll is 1.123.1, WetReality.XRBoot.dll is 0.25.0 (unchanged).

Fixed: turbo nozzles stood still

On every turbo nozzle neither the jet nor the head turned. Along with the flat game's gaze aiming, the mod had switched off the turbo spin too. The mod now spins the jet itself, with the angle and speed from the game's nozzle data and the factor of the extension you have on.

Fixed: extra jets did nothing

With the double turbo (Urban X STREAM) and the trident, only the first jet cleaned. The others were visible, but in the game they all hit the same spot. Now every jet cleans where you see it land.

On the double turbo the second tip spins the other way and fans out wider. That is how the game has it, measured against the flat game.

Fixed: double turbo offset right after starting

Right after starting the game, the double turbo's second jet came out a good 40 cm beside the nozzle until you switched nozzles once. It now sits right from the start.

Fixed: menu buttons at the bottom could not be picked

Buttons in the lower part of a menu could not be picked with the pointer beam, even though you could see them in the headset. The mod checked visibility against the desktop window instead of the headset.

Vibration by nozzle type

Spray strength now follows the game's own classification. Turbo, double turbo and trident feel like the strong 0° jet, the Adaptable and the surface-cleaner heads like the soft 40° jet. Before, many of them ran on a default strength, and the large surface-cleaner head vibrated like soap.

Also

  • F2 now really hands the washer back to mouse and keyboard. Before, the mod switched straight back to the controller.
  • The Adaptable nozzle width (stick up/down while spraying) is now tested.
  • New startup screen and new logo in the configurator.

Every change has its own switch in the configuration: TurboSpin, JetPerNozzle, MenuEyeFrustum, HapticByCategory. false brings back the old behaviour.

Updating

Your settings stay. Nothing you set yourself is changed.

Known limitations

Unchanged. See README.txt / LIESMICH.txt.

Please report anything that looks off with the turbo, double turbo or trident, especially a jet that does not come out of the nozzle or does not clean.

Wet Reality XR Mod 1.121.1-beta

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@onetin84 onetin84 released this 26 Sep 14:40

The game's own equipment wheels now work in VR, and every washer tier you bought can finally be picked. This builds on v1.114.0-beta. WetReality.Pose.dll is 1.121.1, WetReality.XRBoot.dll is 0.25.0 (unchanged).

Fixed: bought washers could not be selected

Testers reported that washers they had bought never showed up. The mod only switched the washer brand, and a second tier of the same brand (Medium next to Light, Professional) was simply out of reach.

Now holding R3 opens the game's own wheels in front of you: washer, nozzle and extension. They are the wheels of the flat game, so ownership, nozzles, extensions and co-op are handled by the game itself.

Using the wheels

  • Hold R3: the washer wheel opens and stays open when you let go.
  • Point the beam and pull the trigger to pick a segment (brand, nozzle, extension) or a tier tile. Aiming alone picks nothing, so you can move the beam across the wheel freely.
  • Left / right grip: previous / next wheel. Washer, nozzle, extension, and round again.
  • R3: take your choice and close.

While a wheel is open, the trigger does not spray.

Prefer the sticks? Still there

  • Right stick points at a segment.
  • Left stick left / right steps the tier.
  • A takes and closes.

WasherWheel = false in the configuration brings back the old brand cycle on R3 hold. The shoulder gesture still switches the brand.

New, not yet tested: Adaptable nozzle width

While spraying with the Adaptable nozzle, washer-hand stick up makes the jet wider, down narrower. Not spraying, the stick is the teleport and the nozzle step as before. This could not be tested yet (the nozzle was not bought). AdaptableWidthStick = false switches it off.

Updating

Your settings stay. Nothing you set yourself is changed.

Known limitations

Unchanged. See README.txt / LIESMICH.txt.

Please report anything that feels off with the wheels, especially a tier that cannot be picked or a wheel that stops opening.

Wet Reality XR Mod 1.114.0-beta

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@onetin84 onetin84 released this 25 Sep 22:40

The abseiling swing on the billboard can be moved, and Y does more of what Esc does. This builds on v1.107.0-beta. WetReality.Pose.dll is 1.114.0, WetReality.XRBoot.dll is 0.25.0 (unchanged).

Fixed: the billboard swing could not be moved from the top

In the flat game you stand on top of the billboard, look down at the walkway and press E to take the swing off and hang it on the other side. In VR, X did nothing there. The game looks for its target straight ahead at eye level, so it never sees the walkway below you. The mod's own pointer found the walkway but threw it away, because the game reports no action for it.

Now: stand on top, point the beam down at the walkway on the side where the swing hangs and press X. The swing is in your hand; point at the other side and press X again to hang it there.

Only the side with the swing reacts. The empty side shows no beam, no prompt and no vibration, because picking up there does nothing and made the game throw an error.

Y stands in for Esc in more places

  • "Job complete! Press Esc": Y now continues, like Esc.
  • The menu in your base: Y closes it, on the second press, exactly like the Menu button.
  • Info messages (for example the furniture hints): Y closes them.

With nothing to close, Y opens and closes the task list as before.

Updating

Your settings stay. Nothing you set yourself is changed.

Known limitations

Unchanged. See README.txt / LIESMICH.txt.

Please report anything that feels off, especially if Y ever stops opening the task list.


Deutsch

Die Schaukel an der Werbetafel lässt sich umsetzen, und Y übernimmt mehr Aufgaben von Esc. Baut auf v1.107.0-beta auf. WetReality.Pose.dll ist 1.114.0, WetReality.XRBoot.dll ist 0.25.0 (unverändert).

Behoben: die Schaukel ließ sich oben nicht umsetzen

Im Flachspiel steht man oben auf der Tafel, schaut nach unten auf die Lauffläche und nimmt mit E die Schaukel ab, um sie auf der anderen Seite einzuhängen. In VR tat X dort nichts. Das Spiel sucht sein Ziel immer geradeaus auf Augenhöhe und sieht die Lauffläche unter dir deshalb nie. Der Zeigestrahl der Mod fand die Lauffläche zwar, verwarf sie aber, weil das Spiel dafür keine Aktion meldet.

Jetzt: oben stehen, mit dem Strahl nach unten auf die Lauffläche zeigen, auf der Seite, wo die Schaukel hängt, und X drücken. Die Schaukel ist in der Hand; auf die andere Seite zeigen und mit X wieder einhängen.

Nur die Seite mit der Schaukel reagiert. Die leere Seite zeigt keinen Strahl, keinen Hinweis und vibriert nicht – aufnehmen ging dort ohnehin nicht, und das Spiel warf dabei einen Fehler.

Y ersetzt Esc an mehr Stellen

  • „Job abgeschlossen! ESC drücken“: Y geht jetzt weiter wie Esc.
  • Das Menü in der Basis: Y schließt es, beim zweiten Druck, genau wie die Menü-Taste.
  • Info-Meldungen (zum Beispiel die Möbel-Hinweise): Y blendet sie aus.

Gibt es nichts zu schließen, öffnet und schließt Y wie gewohnt die Aufgabenliste.

Update

Deine Einstellungen bleiben erhalten. Nichts, was du selbst eingestellt hast, wird geändert.

Bekannte Grenzen

Unverändert. Siehe README.txt / LIESMICH.txt.

Meldet gern alles, was sich komisch anfühlt – besonders, falls Y die Aufgabenliste einmal nicht mehr öffnet.

Wet Reality XR Mod 1.107.0-beta

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@onetin84 onetin84 released this 24 Sep 10:05

Pointers and the teleport arc that stay at your hand while walking, over v1.105.0-beta. WetReality.Pose.dll is 1.107.0, WetReality.XRBoot.dll is 0.25.0.

Fixed: pointers and the teleport arc trailing behind the hand while walking

1.105.0 fixed the VR hand sliding off the washer grip while walking. The grab pointer, the menu pointer and the teleport arc had the same defect: they started from the hand pose of the previous frame, so while walking they began a little behind the hand, always opposite to the walking direction. All three are now drawn after the washer is placed, from the pose of the same frame. The jump itself happens at the same moment as before, and the washer's own 6DOF control is untouched.

PointersAfterPose = false and TeleportAfterPose = false in MelonPreferences.cfg restore the old order, for comparison only.

Updating

Your settings stay. The new options arrive with their defaults; nothing you set yourself is changed.

Known limitations

Unchanged. See README.txt / LIESMICH.txt.

This is the last build for now. The next one follows your feedback, so please report anything that feels off.

Wet Reality XR Mod 1.105.0-beta

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@onetin84 onetin84 released this 24 Sep 07:46

Hands that keep up, orange gloves, and a jet that starts at the muzzle, over v1.101.0-beta. WetReality.Pose.dll is 1.105.0, WetReality.XRBoot.dll is 0.25.0.

Fixed: the washer hand trailing behind the gun while walking

While walking, the VR hand slid off the washer grip and caught up again when you stopped, always opposite to the walking direction. The hands were placed one frame too early, with the pose of the previous frame, while the washer was already placed with the current one. Standing still that is a millimetre; walking it is the whole distance of one frame. Both hands are now placed right after the washer, in the same frame and from the same values. The washer's own 6DOF control is untouched.

HandsAfterPose = false in MelonPreferences.cfg restores the old order, for comparison only.

Orange gloves, like the game

The VR hands now wear the orange gloves of the flat game. This is on by default, for existing installations as well. The configurator has a checkbox "Orange gloves, like the game" next to "Show VR hands" to switch back to the plain hand models. The exact colour is HandTintColor (#RRGGBB) in MelonPreferences.cfg.

Fixed: the jet starting in front of the muzzle after game start

After starting the game, the water jet could begin about 17 cm in front of the nozzle, until a nozzle change happened to rebuild it. The game shifts the nozzle point of its first-person washer depending on where the washer was relative to the head at start; the offset is now taken from the game's third-person washer, which never shifts. NozzleAnchorFromThirdPerson = false switches it off.

No grab pointer while spraying

While you spray, the free hand sweeps over ladders, switches and pinboards, and every one of them drew the green grab line and pulsed the controller. Both now stay quiet while the trigger is held. Grabbing itself works as before. GrabPointerWhileSpraying = true brings the old behaviour back.

Smaller things

  • Watching the game's spray state no longer creates garbage every frame.
  • The log now records the eye buffer the headset runtime actually renders — resolution, refresh rate and megapixels per frame — once the first frame is drawn. Before it read 0x0 in every log. This answers "why is my graphics card at 100 %" without a question back.

Updating

Your settings stay. The new options arrive with their defaults; nothing you set yourself is changed.

Known limitations

Unchanged. See README.txt / LIESMICH.txt.

Wet Reality XR Mod 1.101.0-beta

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@onetin84 onetin84 released this 23 Sep 23:41

The ground finally looks the same in both eyes, over v1.86.0-beta. WetReality.Pose.dll is 1.101.0, WetReality.XRBoot.dll is 0.24.0.

Fixed: the bright stripes on grass in the right eye

Since the first VR image, grass showed bright stripes and patches in the right eye only — laid over the trees' cast shadows, while the left eye and the flat game were clean. Every tester reported it, and it was the most stubborn defect of the whole project: thirteen candidates had been measured and ruled out, and it was filed as unsolvable.

The cause, proven: the game's ground is a Unity terrain with up to nine surface layers. URP's terrain shader blends four per pass and draws everything beyond that in an extra, additively blended pass — and under MultiPass stereo that extra pass lands wrongly in the second eye. In the Home Base the fifth layer is the bright mowing stripes, which is exactly what showed up.

The fix: every terrain with more than four layers keeps the four covering the most ground, and each rarer layer is blended into the kept one closest in colour, measured on the GPU rather than guessed from names. No extra pass, no holes, both eyes identical. Confirmed in three levels (Home Base, Art Deco House, Campsite).

The price is visible but small: a few rare ground layers now look like a similar one — the bright mowing stripes in the Home Base lawn are ordinary cut grass. TerrainLayerLimit = -1 in MelonPreferences.cfg switches it off.

How it was found, briefly, because it was measurement and not the fourteenth guess:

Which pass The eyes were swapped at xrLocateViews. The stripes stayed in the right display — it is the second MultiPass pass, not the right eye's data.
Which object A probe line from days earlier, TRN_PW2_HomeBase — collider without a renderer, had named it all along: a terrain.
Which path Drawing the terrain from its base map only made the effect vanish.
The number The log read layers 5. Cutting to four proved it.

Blending the layers in costs no noticeable load time: 81 ms for the Home Base, 450 ms for the largest level.

Y closes popups

Y is now the stand-in for Esc inside popups — journal, level summary, newspaper articles. X opens a popup, Y right above it closes it; with nothing to close, Y opens and closes the task list as before. B no longer does anything in menus. This changes muscle memory if you used B.

The journal could not be closed by controller at all before; its close button is found now.

No leftover presses after closing a menu

The press that closes a menu belongs to the menu. Closing with B, Y, A or the trigger no longer makes you crouch, reopens the task list, jumps or fires a burst of water on the way out.

Updating keeps your settings — and fixes stale ones

MelonLoader keeps a value that is already in your cfg and ignores a changed default. Anyone who installed before 1.86 still had, for example, the larger menu and four beta diagnostics that cost frame rate. On the first start, values you never touched that still sit on an old default are moved to today's, once. Anything you set yourself stays; the log lists both.

A safeguard for the spray that would not stop

Twice the washer kept spraying although the mod had switched its continuous spray off. The game's own fire state is now watched, and if it stays on without the trigger or the continuous spray asking for it, it is cleared. The cause is not yet proven — it could not be reproduced deliberately, and in three runs the safeguard never had to act. If it happens again, the log names what held it.

Known limitations

Unchanged except for the ground effect, which is gone. See README.txt / LIESMICH.txt.

Wet Reality XR Mod 1.86.0-beta

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@onetin84 onetin84 released this 22 Sep 16:01

Teleport, comfort options and an immersion mode, over v1.63.0-beta. WetReality.Pose.dll is 1.86.0, WetReality.XRBoot.dll is unchanged at 0.23.1.

The headline number in this release is measured, not derived — and the derivation it replaced was wrong by 47 %.

Two teleports, and they are independent

There are two, and both are aimed with the free hand: the stick says "go", the hand says "where". Position and rotation stay on separate sticks, which is why they are split this way.

Target teleport Washer-hand stick up. There for every player, comfort options or not — for placing yourself somewhere deliberately.
Comfort teleport Off-hand stick forward, only with the comfort option on. It then replaces walking.

The nozzle switch loses its "up" and now cycles downwards only. The cycle still reaches every nozzle; the nearest one backwards costs three flicks instead of one. NozzleStickUp = true gives the old behaviour back.

The arc flies like a thrown stone, and that is the point: there is an optimal angle for maximum distance and you cannot overshoot it, so you can aim at maximum range without hunting for it.

The range was 47 % too short, and only a measurement found it

The envelope used to be computed from two fields the game exposes, m_jumpHeight and m_movementSpeed. Both are read correctly; the path from them to a distance was a derivation, and it hid everything unknown.

So the jump was measured in game — eighteen airborne phases, logged with the envelope's prediction beside each one:

with sprint     7.58   7.54   7.74 m     apex 1.31–1.33 m   1.09 s
without         4.60   5.27   3.58 …      apex 1.26–1.30 m   1.09 s

The envelope had said 4.15 m. The maximum is 7.74 m — m_movementSpeed does not include the sprint. Since a walking player can always sprint, the maximum is the correct limit, and the measured speed is now what the formula uses.

Worth recording: an earlier release had corrected this same range for being 38 % too far. That correction was arithmetically right and still stood on a speed that was too small. A calculation with a wrong input can be re-checked correctly any number of times.

Stairs, because the question was wrong

Teleporting onto stairs kept being refused, and three separate numbers were adjusted before the actual problem surfaced — from a test that failed:

"the gradient of the stairs is roughly the avatar's take-off angle, so he lands straight back on them; the jump cannot really be performed."

A running player cannot jump on stairs either. He walks. So the question stopped being "does this fit inside the jump envelope?" and became "does a walkable path lead there?" — the ground is walked from your feet to the target in 18 cm steps, and if every step is small it is a stair or a ramp. A wall fails because one step is too big, which an average gradient would have let through.

The space check also begins one step-height above the target now. Below that, an overlap is a step and not an obstacle — geometry that no stair could ever satisfy otherwise: a 33° stair sits only 3 cm away horizontally at 2 cm of height, against a 22 cm probe.

Comfort options, all off by default

In the configuration tool, with a preset (Off, Gentle, Maximum):

  • Teleport instead of walking — the jump on A is switched off in this mode, because jump plus teleport would otherwise reach higher than intended.
  • Snap turn with a notched angle: 15°, 30°, 45° or 60°.
  • Vignette while moving, strength continuous.

Without the comfort teleport the jump stays, but there is no teleport while you are airborne — only with solid ground under your feet.

Immersion mode, and B as the missing Esc

Hold the Menu button and release it to switch the game UI off and on. An open menu stays visible, so you cannot lock yourself out of a paused game you cannot see. It is a hold rather than a double-click because Virtual Desktop already owns the double-click.

B now closes popups the game expects Esc for — the level summary, a newspaper article in the lobby.

Ladders, and no limit downwards

Teleporting onto a leaning ladder puts you at its top. Downwards there is no limit at all, so a teleport player can always come back down from a ladder or a roof; upwards it is never higher than a jump. For real height the game's ladders, scissor lifts and stairs are the way.

Pointer colour, and a target you can size

One colour for the teleport arc, the target, the menu pointer and the interaction pointer — neon pink, fresh green, azure blue or sun yellow, and the aiming laser inherits it when enabled. A blocked target stays red; none of the four choices is red, so a refusal can never be ambiguous.

The teleport target is a thick sharp ring with a semi-transparent fill, an opaque grid centred on it and a centre dot. Its size is a slider in the configuration tool.

Known limitation: a one-eyed effect on the ground

On the ground, one eye shows brightness differences that cover the cast shadow — most visible on grass. This is not solved. It is cosmetic, and it is documented rather than quietly shipped, because thirteen candidates were measured and ruled out:

volumetric fog · light scattering · all ten renderer features · grass in both of its implementations · terrain instancing · anti-aliasing including TAA · the entire post-processing layer · shadows (the cast shadow is in both eyes) · the outline pass · the game's own VFX switches · a camera bound to a single eye (all eight are Both) · Volumetric Light Beam (not in the scene).

Fog and light scattering are genuinely single-eye and can be switched off individually in MelonPreferences.cfg via VolumetricFog and LightScattering if they bother you on their own.

The diagnostic tools built during that search ship with the mod, all off: a material inventory grouped by shader and keyword, a camera inventory, a shader probe on the washer beam, and generic switches for renderer features, volume components, shader keywords and renderers by shader name. Every one of them reports the null case explicitly, so "no effect" stays distinguishable from "nothing found".

Install

Unzip, run Install.cmd, then Configurator.cmd for the controls and settings. Start your headset software before the game. Uninstall.cmd removes everything it added.

Both guides are also just files you can open: configurator\QuickGuide.html and QuickGuide-de.html. They now carry the changed button mapping on the controller graphic.

Wet Reality XR Mod 1.63.0-beta

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@onetin84 onetin84 released this 22 Sep 03:49

Twelve changes over v1.51.0-beta, every one of them anchored on a measurement rather than on a guess. WetReality.Pose.dll is 1.63.0, WetReality.XRBoot.dll is unchanged at 0.23.1.

You point with your free hand now, and the beam is straight

Aiming at things — and steering an object you are carrying — moved to the left hand, where the X button already is. It also moved onto the controller's aim pose instead of its grip pose: OpenXR runs the grip pose's forward axis through the tube of your curled fingers, which is why the beam used to sit about 90° off and you had to bend your wrist to aim.

And the beam only exists when it has something. No target, no line and no marker; a target, and a short green line appears that ends on the thing X would take. It snaps to what it found rather than to where your hand happens to point, so with two switches side by side you can see which one you have.

Flat things on the floor can be picked up while standing

A folded ladder has its pivot at one end, so the old cone only found it if you aimed at its feet — and crouching was the reliable way in. Reach is now measured to the collider surface, so the whole object answers.

Switches that have to be held, like the lift

The scissor lift's up and down are press-and-hold interactions. They used to flash and let go immediately. Holding X now holds the switch, and letting go releases it.

Which of the two you get is also fixed. They sit 7.2 cm apart while the aiming tolerance allows 15, so both were always eligible, and the nearer one along the beam won — measured: you could aim 6 cm and 7.9° from the up button and still get down. When two candidates are clearly different distances from the beam, the better aimed one wins; when the beam genuinely passes through both, the nearer still wins.

An object will not go down where you could not pick it up again

While the game shows a placement as blocked, X no longer puts the object there. Turn a little or step back and it goes down.

The menu

Four separate defects, all reported from the headset:

  • Stepping tabs with the grips jumped to the first or last tab instead of the neighbour, and skipped one. The container of the tab bar was in the list of tabs, and the starting index was unknown rather than read from the active tab.
  • Switching a tab left its contents empty. The mod set the underlying toggle, which makes the group switch the old tab off while nothing switches the new content on; it now uses the game's own submit.
  • Pointer control could stop completely, with no way out but Alt+F4. The candidate filter was rejecting every button on screen, and a filter that rejects all of them is broken rather than selective — it now hands them back and says so in the log.
  • The first grip press after opening the menu reversed direction once.

Continuous spray can always be switched off

Reported: with the jet latched on, the same grip would sometimes no longer switch it off. Opening the pause menu now always clears it — a second way out that does not depend on the same control.

The guard that prevents an accidental latch near the shoulder and hip zones was also measuring the wrong thing. It blocked while the hand was inside a radius, and a hand resting 23 cm from the hip lives inside that radius, so the button read as dead. It now measures the moment the hand leaves a zone, which is what an accidental latch actually looks like.

Turning no longer changes your nozzle

Pushing the stick sideways to turn while the thumb rolls a little up or down used to step the nozzle. It now wants a deliberate flick, held for a moment, and well away from horizontal. NozzleStick = false takes the nozzle off the stick entirely; R3 still reaches every category.

Quieter by default

Development diagnostics are off in this build, and the continuous aim report moved under that switch. The per-action lines stay, so a log you send still says what happened.


Known, and not fixed

Riding the scissor lift looks stepped, and the free hand shakes with it. It is not the logging: during a measured ride the log wrote one to nine lines a second, and the only large burst in the whole run was the level load. The platform moves the player in steps and the view follows them. This build carries a diagnostic that will say which side of the seam produces the step; riding works and is safe.

README.txt, LIESMICH.txt and both quick guides are updated for all of the above, including what to do when something does not behave as described.

Wet Reality XR Mod 1.51.0-beta

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@onetin84 onetin84 released this 20 Sep 17:04

Six changes over v1.38.1-beta, all anchored on things the game itself keeps rather than on asset names. WetReality.Pose.dll is 1.51.0, WetReality.XRBoot.dll is unchanged at 0.23.1.

The tool leaves the picture while a UI is open

Open a menu and the tool in your hand disappears, leaving the pointer beam. This reads every renderer under the game's own equipment anchor, at any depth, so the mesh names do not matter — which is what makes it hold in the DLC. Measured on the way: for a DLC tool the PowerWasherAssembler does not even list parts of its own geometry, so a name test and the game's own list both fall short.

The pointer beam starts at the hand

It used to start at the nozzle and take its direction from there, so the tool's length moved its origin — the nozzle locators sit between 0.12 m and 1.0 m — and a rotated, animated tool head (the surface cleaner) bent the direction off. Origin and direction now come from the tracked hand and the written gun rotation. For the ordinary nozzles the aim is unchanged; RotationOffset is what it always was.

The jet hits your own hand

Point the jet at your free hand and its controller buzzes hard, while the game draws its own splash effect there and the jet stops. Nothing about that effect is rebuilt: the hand gets a collider on a layer inside WashEquipment.m_rayMask, and the game's raycast fan does the rest. The collision shape is the hand's baked geometry, not a box, and a backward ray keeps the vibration while the muzzle itself is inside the hand.

The hands are posed

The washer hand grips the gun, the free hand closes when it grabs — interaction trigger, shoulder, holster and the grip on the washer for the extension. The poses are the game's own: the hand rig ships an animator with Grip, IsOffhand and one float per finger on seven layers.

The hands can occlude the washer

They are drawn in the same pass as the tool now. There is exactly one camera in this game; what decided the order was the layer, not the depth. The depth-compression globals are ruled out as the cause and their switch ships off.

The right hand draws correctly

Its rig is a point mirror — the root bone reads a scale of -1/-1/-1. Unity flips the culling only from the renderer's own transform, and that reads 1, so the cull direction is now reversed on an own material instance and the missing normals are recalculated.

Defaults

The hand posture trimmed in the headset ships as the default (RotationOffset*, GripOffset*), so the hand does not clip through the gun out of the box. If you already have a MelonPreferences.cfg, MelonLoader keeps your values — delete those six lines or set them by hand to get the new posture.

Installing

Unpack the archive, close the game, run Install.cmd, then Configurator.cmd for the settings and the full control layout. Uninstall.cmd takes it back out. Everything lands inside the game folder — nothing system-wide. Full details in README.txt inside the package.

Wet Reality XR Mod 1.38.1-beta

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@onetin84 onetin84 released this 19 Sep 21:40

Documentation-only update over v1.38.0-beta. The mod binaries are unchanged: WetReality.Pose.dll is rebuilt at 1.38.1 for the version stamp, WetReality.XRBoot.dll is still 0.23.1. If you are already running 1.38.0-beta, nothing changes in the game itself.

Corrected

  • The quick guides called F6 the comfortable way to quit. It is not: the key hangs on DevHotkeys, which ships as false, so it does nothing in a release build — the same file already said as much further down. The guides now point at the game's own menu.
  • Both readmes listed the sub-tabs in the game's Settings screen as unreachable with the controllers. That limitation is gone: Activate has a branch for TabButton, the fourth and last UIStateMonoBehaviour type.

Still open

  • A menu tile under the pointer lights up once and goes dark again. It stays clickable, and the game's own selection still works. The tile's drawing follows Highlighted, not Selected, so holding the state does not hold the picture.

Installing

Unpack the archive, close the game, run Install.cmd, then Configurator.cmd for the settings and the full control layout. Uninstall.cmd takes it back out. Everything lands inside the game folder — nothing system-wide. Full details in README.txt inside the package.