github Team-Beef-Studios/Quake2Quest v1.1.1

2 hours ago

Latest build for VR HUB

  • OpenXR
  • Lots of QoL fixes (Thanks @fighterguard and @Tobbe85 !)
  • Fix issue with permissions on Quest
  • Fix issue with player getting stuck in walls
  • Disable jump sound as it is seriously irritating, can be reinstated with the cvar: vr_jump_sound
  • Updated README
  • Lock the display to 72 Hz — gApp.RefreshRate = 72 + xrRequestDisplayRefreshRateFB, with XR_FB_display_refresh_rate only requested when the runtime supports it (Q2VR_SurfaceView.c); removed the now-redundant refresh-rate menu option (videomenu.c).
  • Default 4× anisotropic filtering (gl1_main.c).
  • Startup/attract demo renders on the flat cinematic screen instead of nauseating 6DoF (useScreenLayer += cl.attractloop).
  • Room-scale movement no longer scaled by run state, and disabled while airborne so head-leaning can't shove you into geometry mid-jump (VrInputDefault.c run-aware multiplier; VR_GetMove airborne gate).
  • Laser sight tracks the recoiled fire direction so the dot/line follows the bullet impacts (cl_tempentities.c).
  • Gun model orientation recoils with the kick; the HMD view is never kicked (cl_entities.c).
  • Centerprints (e.g. "crouch here"), net icon and pause graphic are now stereo-converged.
  • Weapon-wheel highlighted icon: larger and popped slightly toward the user via a depth-only stereo offset (fixes the broken ×1.3 separation).
  • HUD stereo offset zeroed on the flat screen layer.

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