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(final commit?) Button to remove bindings
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-5
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4 files changed

+15
-5
lines changed

CHANGELOG.md

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@@ -39,11 +39,12 @@ You can now swap between VR mode and flatscreen mode by pressing the F8 button o
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- Removed the performance tab and replaced it with UI in the settings
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- Replaced the valuable discover overlay with a new 3D graphic (supports custom colors)
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- You now look at the enemy/object that killed you while the death animation plays (if possible)
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- Slightly optimized the custom camera by adding a frame rate limiter
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- Slightly optimized the custom camera by adding a frame rate limiter (disabled by default)
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- Optimized framerate by forcibly disabling ambient occlusion (20%-40% less render time)
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- Renamed "Dynamic Smooth Speed" to "Analog Smooth Turn"
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- Changed the minimum possible HUD height value to account for detached hands
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- The map tool can now also be grabbed from behind your head (near the shoulders)
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- You can now unbind controls at your leisure
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**Removals**:
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- Removed support for REPO v0.2.x

Source/Config.cs

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@@ -112,7 +112,7 @@ public class Config(string assemblyPath, ConfigFile file)
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[ConfigDescriptor(stepSize: 15, pointerSize: 5)]
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public ConfigEntry<float> CustomCameraFramerate { get; } = file.Bind("Rendering", nameof(CustomCameraFramerate),
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60f,
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120f,
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new ConfigDescription(
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"The maximum frequency that the custom camera can render at. The custom camera framerate is limited to the VR headset's refresh rate, so setting this higher won't have any effect.",
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new AcceptableValueRange<float>(15, 120)));

Source/Player/Camera/VRCameraAim.cs

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@@ -5,9 +5,6 @@
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namespace RepoXR.Player.Camera;
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// KNOWN ISSUE: When the player is not near their play area center, the VR aim script will pivot around a far away point
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// instead of at the camera itself. This is a known issue, no clue how to fix it yet.
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public class VRCameraAim : MonoBehaviour
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{
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public static VRCameraAim instance;

Source/UI/Controls/ControlOption.cs

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@@ -30,6 +30,18 @@ public void StartRebind()
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manager.StartRebind(this, bindingIndex);
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}
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public void DeleteBinding()
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{
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// Don't allow to unbind while no controller scheme is known
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if (string.IsNullOrEmpty(playerInput.currentControlScheme))
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return;
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action.ApplyBindingOverride(bindingIndex, "");
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ReloadBinding();
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manager.SaveBindings();
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}
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public void SetBindToggle(bool toggle)
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{
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VRInputSystem.Instance.InputToggleRebind(action!.name, toggle);

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