Upstream's server browser of public internet games (p2p_lobby.c) and the VR
port's own public list share the brokers: its topics are a table now, and
the VR port's (join codes' and public games') are entries of it; the VR
port's retained publishes carry MQTT 5's empty properties. The VR port's
public toggle lists the game in the server browser too, and the VR online
panel shows the server browser's games (PC, phones, VR) first, joined by
their invites, then its own list's that it has not.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The game type editor's kills to win (Slayer and Team Slayer) went up to
50, which a game of many players reaches in moments: it now also offers 75,
100, 150, 200, 250 and 500. The spinner's items are its string list's
(ui.map's 5, 10, 15, 25, 50) and then strings of the port's own, each with
its description; the options list's descriptions count only a spinner's
items of the tag's own, so those of the rows after it are where they were.
A spinner with extra items is a little wider, for three digits.
The Android port gets an OpenXR session in the host (Khronos loader, core
OpenXR plus XR_KHR_opengl_es_enable): on a headset the game keeps its
640x480 layout drawn at the eye images' resolution, renders the player's
view once per eye from the tracked eye poses through asymmetric frusta,
and shows the HUD and menus as a head-locked or room-fixed quad layer.
The head aims the player; the right stick turns; the Touch controllers
map onto the Xbox pad; rumble goes to the controllers. Frames without a
player view (menus, loading, cinematics) go onto a screen in the room.
A marker file, xr_test, runs a self-test of the session, layers, colour
path and controllers without game data.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>