github dariulone/cyberpunk-vr-port 0.0.6
v0.0.6

latest releases: 0.1.6, 0.1.5, 0.1.4...
3 months ago

0.0.6 — Motion-controlled VR hands (full-arm IK) + in-headset overlay

This release adds proper 6-DoF VR hands driven by the motion controllers, reworks the in-headset
settings into tabbed sections, and fixes a number of input/locomotion/logging issues.

VR Hands (new)

  • VR hands with full shoulder → elbow → hand IK. Hands follow the controllers in 6-DoF;
    the forearm no longer stretches and the wrist orientation is preserved.
  • Correct bone math. Fixed the QsTransform slot layout the hand code used (translation @+0,
    rotation @+16, scale @+32) — previously position and rotation were written to swapped slots,
    which caused the "palm-up / flat stretched forearm" artifacts.
  • Bone chain auto-resolved by name (Head / Shoulder / Arm / ForeArm / Hand, per side) from the
    rig's bone-name table instead of hard-coded indices, with a parent-index table copied for FK.
  • Head-independent tracking. Controller poses are delivered HMD-local; the proxy now also exports
    the HMD-relative orientation through shared memory so the plugin can cancel head motion. Turning or
    tilting the head no longer drags the hands.
  • Anatomical elbow. Ported the VRArmIK elbow-swivel heuristic (used by FRIK / DragonIK /
    ue5-vr-fullbody): the elbow swivel is driven by the hand position in body space, not by wrist
    orientation. Added a degeneracy-free bend reference (down + back blend) so the forearm stands
    vertical in the bicep-curl pose, plus a bend gate so only genuinely flexed-across-the-chest poses
    swing the elbow outward.
  • Per-hand calibration for reach scale, height, elbow swing, elbow pole and wrist-rotation offset.
  • Weapons are tracked correctly with the new hand path.

Performance

  • Removed the dead hot-path hook on IComponent::Update that ran a VirtualQuery per skeleton
    per frame and collapsed FPS to 10–15 with tracking enabled. Only the working AnimPoseApply hook
    remains; tracking now runs at ~70 FPS.

In-headset F10 overlay

  • Reorganised into tabs: VRIK, HUD, Debug Gizmos, and Tracking / Camera.
  • VRIK tab — start/stop hand tracking, live IK calibration sliders, Log VR Diag.
  • HUD tab — compact one-row-per-element layout (X / Y / Size together) instead of three rows each.
  • Removed the standalone VR Hands Control CET window and the weapon-offset controls from the old
    Hand Proxies section (debug gizmos kept).
  • The F10 "Start hand tracking" toggle now requests the full-IK mode (it previously requested the old
    direct-write fallback, which looked broken).

Locomotion / input

  • Head-oriented locomotion (Movement Control: HMD). On-foot movement can follow the head yaw;
    implemented an ABI-safe OnFootMoveXY hook that rotates the input vector by the HMD yaw, gated to
    on-foot and non-menu state (driving untouched). The mode is now actually plumbed through
    vrport.ini (xr_movement_control) so the overlay selection persists.
  • Disable Mouse-Y (pitch) toggle exposed in the overlay, enabled by default, bridged to the
    CET mod so the mouse stops fighting head pitch.
  • Auto-recenter on save load — the CET mod signals OnGameAttached; the proxy recenters ~1.5 s
    later (after the load fade) so the recenter captures a settled pose.

VR HUD

  • Fixed the broken HUD settings: the proxy now writes hud_layout.ini into the CET mod folder (where
    CET resolves relative paths), so the HUD tab values actually apply and persist.
  • Fixed the slider bug where dragging one element re-applied the entire HUD layout — per-widget
    value caching now moves only the active element.

Logging / housekeeping

  • Renamed the proxy log CyberpunkVRProxy.logcyberpunkvrport.log.
  • All runtime .txt diagnostic dumps now write next to the game exe instead of the desktop.
  • Verbose-log toggle (F10 → Debug): per-frame spam (cursor/window hooks, telemetry dumps,
    hand/XR per-frame, depth-diag) is off by default for clean tester logs; the file is truncated each
    session.
  • Renamed the CET mods: CyberpunkVRPort_Hands_TestCyberpunkVRPort_VRIK,
    CyberpunkVRPort_HUD_LiveCyberpunkVRPort_HUD.

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