With vr.aim_with = "controller" (the default), on foot:
- the unit's aiming vector comes from the right controller, while its
facing (the body, the view and the movement) keeps following the head;
- shots start at the muzzle of the weapon in the hand, kept inside the
level from the camera as before;
- the first-person weapon and hands are posed from the controller
(vr.weapon_forward/right/down place the model in the hand);
- the HUD's crosshair, which marks where the head looks, is left out, and
a laser runs from the weapon to what it aims at (vr.laser).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
* misc changes and additions
formatting changes and add structs/constants for terminal work
* match write_to_error_file and add error_global_data
* console work
* requested changes
* terminal work
100% match all terminal functions
* Formatting
---------
Co-authored-by: punpckhdq <121350336+punpckhdq@users.noreply.github.com>