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.