Ringfall's side of it:
- The bots: OpenCE's own (bots.c, a local split screen game's) are not
used in VR builds (their lobby hook would take Ringfall's host bots
off, and their bots.count and bots.skill differ); Ringfall's are now
host_bots.c, so that OpenCE's bots.c merges as it changes. Each
platform's bots.count and bots.skill are its own (config_setting_index
takes this platform's of two of a name).
- HDR is never on in VR (d3d8_gl.c); the flat window's present is
OpenCE's, inside the VR port's branch for it.
- The VR frame begins where the events are pumped (sdl_platform.c), as
before, now that exit_after_check is apart.
- The message numbers: OpenCE's aim assist policy (90) before the VR
port's poses (240), which stay last.
- The visibility counters keep the VR port's snapshot ring (both eyes'
counts halved); OpenCE's tone mapping goes before the antialiasing, off
the VR eyes' pass.
- Join codes, the online list and OpenCE's probes all in the signalling
topics; the HUD's PNG helpers both ways; the disc import keeps the
language file.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>