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bearstonem--openmohaa-vr/code
bearstonemandClaude Opus 5 013b2f5bbf fix(vr): put in-game fullscreen menus on the panel, and load the test map late
Three things, all found by running it.

The mission briefing was drawn onto the player's face. VR_UseScreenLayer only
asked whether clc.state was CA_ACTIVE, so a fullscreen menu that comes up while
the player is still in the world skipped the quad layer and was drawn as screen
space 2D into both eye buffers - at the near plane, a hand's width away, with no
disparity to fuse and each eye warping it through its own asymmetric frustum.
That is exactly what the panel exists to prevent; nothing in-game was reaching
for it. It now checks UI_FullscreenMenuUp as well.

The log said so before the headset did: "view3d 0" with the eye passes still
running means the 3D scene is not being drawn at all, which only happens when a
fullscreen menu is covering it.

map in autoexec.cfg never had a chance. That file is exec'd during Com_Init and
the game's own startup - the intro stages, then the menu - runs afterwards and
tears down anything loaded there. vr_startMap now waits until the client is
sitting idle at the menu and loads it then. vr_testStart also prints
unconditionally: a hook that silently does nothing is indistinguishable from one
that never ran, and telling those apart has cost enough already.

vr_captureEye is a plain archived cvar rather than a VR_TuningCvar. Those force
their default at every start, which is right for a value still being argued with
and wrong for a switch - it made the config's own setting impossible to honour
and cost a device run to notice. The handoff warns about this exact trap.

vr_traceFrame is off in the shipped config: three lines a second rolls anything
that prints once out of logcat within a minute.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-28 19:46:46 -07:00
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