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2.8.2 - Update sdk to 2.5.1. Linux crash fix
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Assets/SteamVR/OpenVRUnityXRPackage/Editor/com.valvesoftware.unity.openvr-1.2.2.tgz renamed to Assets/SteamVR/OpenVRUnityXRPackage/Editor/com.valvesoftware.unity.openvr-1.2.3.tgz

18.6 MB
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Assets/SteamVR/OpenVRUnityXRPackage/Editor/com.valvesoftware.unity.openvr-1.2.2.tgz.meta renamed to Assets/SteamVR/OpenVRUnityXRPackage/Editor/com.valvesoftware.unity.openvr-1.2.3.tgz.meta

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Assets/SteamVR/Plugins/openvr_api.cs

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@@ -5020,6 +5020,9 @@ public enum EVREventType
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VREvent_DashboardThumbChanged = 535,
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VREvent_DesktopMightBeVisible = 536,
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VREvent_DesktopMightBeHidden = 537,
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VREvent_MutualSteamCapabilitiesChanged = 538,
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VREvent_OverlayCreated = 539,
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VREvent_OverlayDestroyed = 540,
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VREvent_Notification_Shown = 600,
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VREvent_Notification_Hidden = 601,
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VREvent_Notification_BeginInteraction = 602,
@@ -5317,6 +5320,7 @@ public enum EVRNotificationError
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NotificationQueueFull = 101,
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InvalidOverlayHandle = 102,
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SystemWithUserValueAlreadyExists = 103,
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ServiceUnavailable = 104,
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}
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public enum EVRSkeletalMotionRange
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{
@@ -5861,6 +5865,7 @@ public enum EVRSettingsError
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ReadFailed = 3,
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JsonParseFailed = 4,
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UnsetSettingHasNoDefault = 5,
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AccessDenied = 6,
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}
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public enum EVRScreenshotError
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{
@@ -6559,6 +6564,7 @@ public void Unpack(ref VRControllerState_t unpacked)
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public TrackedDevicePose_t m_HmdPose;
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public uint m_nNumVSyncsReadyForUse;
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public uint m_nNumVSyncsToFirstView;
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public float m_flTransferLatencyMs;
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}
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[StructLayout(LayoutKind.Sequential)] public struct Compositor_BenchmarkResults
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{
@@ -7810,6 +7816,7 @@ public static uint GetInitToken()
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public const string k_pch_SteamVR_AdditionalFramesToPredict_Int32 = "additionalFramesToPredict";
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public const string k_pch_SteamVR_WorldScale_Float = "worldScale";
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public const string k_pch_SteamVR_FovScale_Int32 = "fovScale";
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public const string k_pch_SteamVR_FovScaleLetterboxed_Bool = "fovScaleLetterboxed";
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public const string k_pch_SteamVR_DisableAsyncReprojection_Bool = "disableAsync";
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public const string k_pch_SteamVR_ForceFadeOnBadTracking_Bool = "forceFadeOnBadTracking";
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public const string k_pch_SteamVR_DefaultMirrorView_Int32 = "mirrorView";
@@ -7968,7 +7975,7 @@ public static uint GetInitToken()
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public const string k_pch_Dashboard_StickyDashboard = "stickyDashboard";
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public const string k_pch_Dashboard_AllowSteamOverlays_Bool = "allowSteamOverlays";
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public const string k_pch_Dashboard_AllowVRGamepadUI_Bool = "allowVRGamepadUI";
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public const string k_pch_Dashboard_AllowDesktopBPMWithVRGamepadUI_Bool = "allowDesktopBPMWithVRGamepadUI";
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public const string k_pch_Dashboard_AllowVRGamepadUIViaGamescope_Bool = "allowVRGamepadUIViaGamescope";
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public const string k_pch_Dashboard_SteamMatchesHMDFramerate = "steamMatchesHMDFramerate";
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public const string k_pch_modelskin_Section = "modelskins";
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public const string k_pch_Driver_Enable_Bool = "enable";

Assets/SteamVR/readme.txt

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@@ -1,4 +1,4 @@
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# SteamVR Unity Plugin - v2.8.1 (sdk 2.2.3)
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# SteamVR Unity Plugin - v2.8.2 (sdk 2.5.1)
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Copyright (c) Valve Corporation, All rights reserved.
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@@ -36,6 +36,12 @@ Input and Steam:
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If you publish your game to steam you can let users change their input bindings while the game is not running by setting the location of your action manifest. On the steamworks partner site go to the Application settings, and the Virtual Reality Section. At the bottom you'll see a radio button to designate your title as a SteamVR Input application. You then can set the location of your action manifest. In older versions of the plugin this was next to the executable. In versions 2.3.3 and above this is in [GameName]_Data/StreamingAssets/SteamVR/actions.json.
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Changes for 2.8.2
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* Updating OpenVR sdk to 2.5.1
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* Linux crash fix (action manifest string was broken)
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Changes for 2.8.1
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* Updating OpenVR sdk to 2.2.3

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