Files
bearstonem--openmohaa-vr/code
bearstonemandClaude Opus 5 6f443949ae fix(vr): the death screen was drawn on the player's face
The stats screen the game raises when the player dies, and again at the end of
a mission, went into both eye buffers as screen space 2D - 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 the same fault 013b2f5b fixed for the mission
briefing, and the fix there did not cover this one for two separate reasons.

cg_view.c raises it with UI_ShowMenu, which sends the widget a showmenu event
directly instead of going through MenuManager. The menu never reaches either
menu stack, so CurrentMenu() does not return it and UI_FullscreenMenuUp() cannot
see it however fullscreen it is.

And it is not fullscreen: statsscreen_failed.urc has its "fullscreen 1" line
commented out. It is a 640x480 overlay the flat game draws over the live view,
so even as the current menu it would still answer no.

So neither test could have caught it, and asking a third question about menus
would have been guessing at the next one. It now asks about intermission, which
is the same condition CG_DrawActiveFrame itself uses to decide to put the screen
up - if the game thinks it is showing a stats screen, the panel is where it
goes. That also covers mission success, the MOHTA mission_* screens and the
multiplayer scoreboard, which are the same kind of content with the same
problem.

Confirmed on the device: the screen is now a quad in the room. Its text renders
as black boxes with a sliver of the font atlas showing through, which is a
separate defect and untouched here.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 17:12:19 -07:00
..
2025-09-07 20:19:05 +02:00
2025-10-19 21:03:23 +02:00
2025-10-09 00:14:37 +02:00
2023-05-24 19:29:36 +02:00
2025-10-09 00:16:29 +02:00
2025-08-13 19:51:45 +02:00