Beta.16 is the cumulative V105-V116 update over v0.10.0-beta.15.
What changed
- Dog ground orientation (#46): fixes the reversed ground roll/height outputs, restores signed shortest-arc angle differences, and corrects pitch/roll quaternion encoding. Distant dogs no longer flip, rise, sink, or clip while approaching; the completed V116 fix passed a Quest 3 / VDXR test in All Ghillied Up. The shared ground-output correction also applies to planted actor corpses, which were not separately hardware-tested.
- Scripted flashes and shellshock (#48): captures saved-screen feedback after the final packed view and samples each eye's own region, targeting the brief yellow/pink NPC and vehicle frames reported during those effects.
- Ultimatum sky streaks (#49): keeps eye-local film/color grading while skipping packed-unsafe whole-target glow, depth-of-field, and blur passes. Desktop rendering is unchanged.
- Weapon-related FPS collapse (#64): removes the retired weapon-slot-7 Javelin logging flood from normal verbose diagnostics. It is now available only through the hidden
KISAK_VR_LEGACY_JAVELIN_TRACE=1developer flag. - Mission-start crouch (#65): stance controls must return to neutral after loading or menu ownership before they can emit a new crouch/prone action.
- OpenVR Performance layout (#66): correctly treats
4768x2016as two1872x2016gameplay eyes plus the 1024-pixel physical-scope panel. Setup & Compatibility also rejects stale OpenVR paths that lack the expectedbin\vrclient.dllused by the bundled loader. - Stationary tank tracks (#67): single-player vehicles now use the interpolated server-owned material phase, so stopped tracks stay still while moving tracks remain smooth. Reporter confirmed.
- Calibrated two-hand aiming (#61): replaces the absolute controller-to-controller override with relative steering anchored to the visible calibrated weapon pose. This fixes the original attach/release snap and both-hands double rotation; the reporter confirmed the original defect is fixed.
- OpenVR floating glove (#76): uses SteamVR's
openxr_handmodelcomponent when available and otherwise applies the existing grip-frame anatomical fallback without mislabeling a raw/grip pose as a palm pose. Controller-local hand-fit offsets are preserved. - Smaller HUD layouts (#75): lowers all HUD group-scale and safe-area floors from
0.50to0.25, with finite out-of-range values clamped to the nearest supported value. Values0.30and0.25, persistence across relaunch, and both-eye usability passed Quest 3 / VDXR testing. - Safer OpenVR controls (#74): joystick contact no longer aliases an independent thumbrest touch. Adds an OpenVR-safe preset, guards the off-hand trigger/stick action selector, moves weapon cycling away from the menu button, and warns about unavailable or aliased bindings.
- Release hardening: all single-player, multiplayer, dedicated-server, Configurator, Input Mapper, and test targets now build cleanly; the OpenVR preflight and Performance preset routes agree on the same packed layout.
Validation
- Quest 3 + Virtual Desktop / VDXR: coherent stereo, head rotation and translation, both controllers, movement, snap turn, firing, sprint, ADS, and two-hand aiming passed.
- Focused headset checks passed for the completed dog fix (#46) and the
0.30/ exact0.25HUD profiles (#75), including relaunch persistence and two-eye UI visibility. - The original two-hand snap (#61) and stopped-tank-track fix (#67) have reporter hardware confirmation.
- All six Win32 Release targets built successfully; all 142 Configurator/settings tests and all seven installer-builder tests passed.
- A clean OpenXR Simulator UI/exit run showed coherent stereo menus and quit confirmation, no missing or anomalous projection submissions, and a normal exit without a crash report or dump. This was a desktop simulator check, not a gameplay or physical-headset test.
Still awaiting confirmation
- The original reporter/runtime combinations for #48, #49, #64, #65, #66, #74, and #76 still need hardware confirmation.
- #46 passed focused Quest 3 / VDXR testing; confirmation on the original reporter's setup is still welcome.
- #75 passed on Quest 3 / VDXR; Apple Vision Pro / ALVR confirmation is still pending.
- #61's smaller off-center roll/pivot feel and magazine-hand alignment concerns remain under investigation.
- The OpenVR fallback passed build and configuration checks but was not physically tested on this release machine because SteamVR was unavailable.
- Death From Above is not supported in VR and must be skipped; War Pig is the next playable mission.
Install
This project requires Windows 10/11, a PC VR headset with motion controllers, an active OpenXR runtime or SteamVR for the compatibility backend, and a legitimate installation of the original 2007 Windows release of Call of Duty 4: Modern Warfare. The remastered game is not a substitute. No game assets are included.
The Windows Setup executable is recommended. The portable ZIP is provided for manual installation. The installer is currently unsigned, so verify it using the accompanying SHA-256 file if Windows displays a warning.
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