Commit Graph
134 Commits
Author SHA1 Message Date
spoopyghosty0 0df0bd16b5 hevc: tone map HDR (PQ/HLG) Main 10 to SDR BT.709 instead of flat colours
The software Main 10 path narrowed HDR10 pictures to 8 bits as they were, so
PQ shown as SDR looked grey and BT.2020 colours dull. hdr_tonemap.h maps
brightness with BT.2390's EETF (203 cd/m2 reference white = SDR white,
highlights rolled off up to MaxCLL / the mastering peak / 1000 cd/m2) and
converts colour per chroma sample through linear light into BT.709, moving
out-of-gamut colours toward grey of the same luminance. The component then
prefers its bitstream colour aspects, so surfaces and its RGBA conversion see
BT.709. Bands run in the colour helper threads (about 10 ms per 1080p picture
on one big core). Decoder revision 10; artifacts rebuilt with build.py.
2026-10-19 12:41:20 -04:00
Veticia Misumena 7128432e39 hevc: decode Main 10 in software instead of hanging on Iris
Iris on the Frame's kernel (6.18) offers HEVC Main 10 only into its
compressed Q10C capture format. The component always asks for NV12, and a
Main 10 stream in such a session returned no pictures: playback stayed at
0:00, the flush on leaving timed out (ACodec -110) and the next video hit
MediaCodec::reclaim, so every later decoder start in the app failed until it
restarted (seen in Bigscreen Beta with local files over DLNA).

- hevc_profile.h reads general_profile_idc from the parameter sets
  (CODECCONFIG or the first access unit, Annex B or hvcC); streams beyond
  Main never open Iris and decode in FFmpeg's software HEVC decoder, which
  the component already contains.
- Its 10-bit planar pictures are rounded to 8-bit planar before the existing
  outputs (no HDR tone mapping).
- The HEVC component lists Main 10 (level 5.1), so format-aware players
  select it instead of reporting NoSupport and using it anyway.
- Decoder revision 9; artifacts rebuilt with native/hevc/build.py (the same
  toolchain rebuilds revision 8 byte for byte).

Tested on a Steam Frame in Bigscreen Beta: 1080p and 4K Main 10 clips and a
real 1080p Main 10 episode play; 8-bit HEVC and H.264 afterwards play too.
FFmpeg's software HEVC decoder on the Frame's CPU, 4 threads as the
component uses: 1080p Main 10 episode 232 fps, synthetic 4K Main 10 72 fps.
2026-10-19 12:22:36 -04:00
spoopyghosty0 b65abb4b95 Room scanner: refinement + label rules after the mesh (raw files, scan.json, --refine-only)
The owner's tuned room-scan cleanup (2026-10-18) ported to C, pass for pass: plane offsets re-estimated from the
scan, one-sided structural bands, flat wall/floor/ceiling panels (or snap), near clearing, erase spheres, the walked
volume from the recording's head path, furniture tops, clipping with the unseen-edge allowance, islands, thin
floating pieces, Taubin smoothing; label rules on the scanner's volumes (merged/nested/outside boxes removed, shape
relabelling, SCREEN flatness from the raw mesh, door/closet suggestions in scan.json).

room.txt + room-mesh.bin are now refined (ceiling re-estimated); the unrefined output stays as room-raw.txt +
room-mesh-raw.bin with the same UUIDs; scan.json holds heads, settings, report, labels, suggestions. The scan path
refines its raw files as read back, so --refine-only on them reproduces the scan byte for byte; --refine 0 writes
the old output. The fusion grid is freed before the refinement (peak memory unchanged).
2026-10-19 00:23:22 -04:00
spoopyghosty0 a5199495fd Artifacts: FrameBridge (arm64-v8a + armeabi-v7a) rebuilt from the merged source (PR #246's layer limit and quad filter on mr-scene's scene emulation); xrshim rebuilt, unchanged bytes; SHA256SUMS regenerated (now also lists the roomscan finish_*.png prompts, which it had missed). None of PR #246's binaries are kept. 2026-10-19 00:23:17 -04:00
alicecatpaw a0c26c9646 Emulate Meta spatial entity discovery and enforce runtime layer limits
- Emulate XR_META_spatial_entity_discovery (xrDiscoverSpacesMETA, xrRetrieveSpaceDiscoveryResultsMETA) and XR_META_boundary_visibility
- Add system properties for space discovery and boundary visibility
- Fix semantic labels length and null termination
- Allow xrGetInstanceProcAddr with null handle for emulated procs in xrshim
- Trim composition layers exceeding runtime maxLayerCount in xrEndFrame and validate quad extents
- Hook xrshim when scene_emul is enabled in adapter settings
- Update prebuilt native artifacts and checksums
2026-10-19 00:23:12 -04:00
spoopyghosty0 95eed63460 MR scan: once every direction, the ceiling and the floor are covered before the minimum scan time, the prompt says "Almost done" with the time left instead of a ring stuck at 12/12 (owner turned past 360 degrees waiting) 2026-10-19 00:23:11 -04:00
spoopyghosty0 05344906ef MR diagnostics: log room-entity locates (base space, flags; every one without both valid bits): MRUK keeps an anchor pending forever otherwise (Pinball FX's load never succeeds) 2026-10-19 00:23:10 -04:00
spoopyghosty0 94ece1a232 MR scan on request (FrameBridge): a capture request asks FramePort to scan (request/ack/result files), holds the completion, reloads the scanned room on ok, fails with XR_ERROR_RUNTIME_FAILURE otherwise, falls back to the stored room without a scanner (setting scene_scan_request, default on) 2026-10-19 00:23:10 -04:00
spoopyghosty0 3298c5f64d MR: scene capture completes after 1.5 s like a real scan (Pinball FX re-asked at once); log each room query per entity and the labels an app gets (with its support info) 2026-10-19 00:19:18 -04:00
spoopyghosty0 087ad75f47 MR: shim-routed generic calls handle only fake room spaces and room events; real ones go to OVRPort's dispatcher (its headset identity, events and controller spaces were skipped for every scene_emul game: Vermillion's controllers, NOPE) 2026-10-19 00:19:18 -04:00
spoopyghosty0 460c503e43 MR diagnostics: log the head against the floor outline when a game looks for the room (MRUK's current room; Pinball FX asks for a scan again and again) 2026-10-19 00:19:17 -04:00
spoopyghosty0 3687a6eb0d MR: Meta scene/anchor permissions with every scene_emul recipe (migration scene_permissions; NOPE/Pinball never asked for the room), emulate XR_META_boundary_visibility, log the app's passthrough calls 2026-10-19 00:19:17 -04:00
spoopyghosty0 e07441fb09 MR: hiding the STAGE bounds becomes per-game setting scene_hide_bounds (Demeter on; NOPE stalled on a black screen without a play area) 2026-10-19 00:19:16 -04:00
spoopyghosty0 7971354675 MR: hide the STAGE bounds from scene-emulation apps (OVRPlugin can't outline the Frame's 1x1 m rect: Demeter's guardian check threw), box walls in loop order 2026-10-19 00:19:15 -04:00
spoopyghosty0 c3144f65dd MR: room entities offer SHARABLE like Meta's runtime; log refused scene components (Demeter rejected the room) 2026-10-19 00:19:15 -04:00
spoopyghosty0 210d6e80c5 MR: rooms older Meta SDKs accept (labels as Meta's runtime maps them, GLOBAL_MESH only with the mesh extension), rectangular rooms from perpendicular walls, ceilings found after a short look up, 60 s minimum scan 2026-10-19 00:19:15 -04:00
spoopyghosty0 f8ee87145f MR scan: record only while passthrough streams meshes (a leftover block started a scan), pause + prompt when it stops, refuse scans under 30 frames 2026-10-19 00:19:14 -04:00
spoopyghosty0 52df211266 MR scan prompts: starts by itself (no passthrough wait), ceiling then 'look back down', floor step, finish early once everything was seen 2026-10-19 00:19:14 -04:00
spoopyghosty0 a690d0ee3f Ship robust room scanner and document capture performance 2026-10-19 00:18:59 -04:00
spoopyghosty0 fc5933bb2a Ship deterministic room scanner artifact and device validation notes 2026-10-19 00:18:58 -04:00
spoopyghosty0 e8eea8548c MR: scan the room in the headset - RoomView 3D capture with headset prompts, wall labels, agent 92
The agent records Valve's passthrough depth mesh (IVRBlockQueue + IVRPaths, Background/Overlay OpenVR app), converts
poses with the final raw->standing transform, shows pre-rendered prompts as a SteamVR overlay, then builds the room
with fp_roomscan (room_capture / room_capture_status). PC: rooms.scan, Frame page progress, frameport frame room scan.
FrameBridge reads the optional wall label (INVISIBLE_WALL_FACE). ROOM_FORMAT: outline orientation stated exactly.
2026-10-19 00:18:42 -04:00
spoopyghosty0 301f734dbf Rebuild FrameBridge scene emulation artifacts deterministically 2026-10-19 00:17:49 -04:00
spoopyghosty0 77b01cbadb MR: optional wall label in room.txt; in-headset scan prompts (render_prompts.py) 2026-10-19 00:17:31 -04:00
spoopyghosty0 d3a0846775 Release prep: the #406, #254 and #387 fixes together on main
Adapter rebuilt from the combined source (fixed_resolution + swapchain_pool), libfp_xrruntime.so back in SHA256SUMS, ANALYSIS_VERSION 24 for static OpenXR loaders (23 is frame.main_process), agent v108 for the static-loader launcher line (above the MR branches' 104-107 so a Frame with one of those still updates), patch docs and translations template regenerated, Ruff line length.
2026-10-19 00:10:31 -04:00
Codex 25db57f468 Fix #387: pool GLES panel swapchains before the runtime count limit
Add opt-in swapchain_pool with private GLES images and up to two packed
runtime atlases. Start at eight live app runtime swapchains to reserve
headroom before the session cap. Preserve image ownership, GL state,
source fences, crops and the existing cylinder/equirect layer ordering.

Enable for 4XVR, add count-limit triage without unknown suggestions for
older apps, and document the pending headset menu check. Leave default
recipes and adapter revisions unchanged. Rebuild arm64/arm32 artifacts.

Validation: 132 targeted tests passed (2 skipped), including the native
runtime/GL harness; Ruff and generated docs pass. Full host suite:
2095 passed, 137 skipped, 12 failures and 16 setup errors, all denied
socket creation in this sandbox. No headset validation or push.
2026-10-19 00:04:16 -04:00
Codex bd2a742356 Route embedded Khronos OpenXR loaders through FrameBridge
Detect and redirect static loader manifests and Android brokers, ship a runtime negotiation shim and the inner loader chain, and maintain per-game manifests on install and launch. Add the PrimedGun recipe, triage and host coverage.
2026-10-19 00:03:49 -04:00
spoopyghosty0 d0a2d89c92 Keep opt-in OpenXR layer recommendations at full swapchain resolution (#406)
Route OVRPlugin recommendations through the existing extension shim, retain native loader hooks, and log projection rect changes once per second per eye. Enable the fix for Batman, document verification, and rebuild both adapter architectures.
2026-10-19 00:03:20 -04:00
spoopyghosty0 d801ff6bc8 Controller buttons: second button up and toward the other hand like Quest (Quest pair: Y = d-pad right, B = X; Mirror follows); d-pad touch is one sensor 2026-10-18 09:23:52 -04:00
spoopyghosty0 33bb14e034 FrameBridge: cube-only frames as quads (#385); CI: lint, foveation test
HardBullet's loading frames submit only a cube layer, which the Frame's runtime doesn't composite, so the loading
screen stayed black. Adapter setting cube_quads (default on) draws a cube-only frame's six faces as quad layers
around the viewer; frames with a projection layer are unchanged. Adapter rebuilt on current main.

Also: the foveation test expected a numeric FOVE_LEVEL to pass through (Valve's layer ignores numbers since #394),
a long description line and an import order in adapter_dialog.py failed lint.
2026-10-17 21:52:39 -04:00
spoopyghosty0 358db1360f quest_buttons: rebuild the adapter on current main, regenerate patch docs and translations 2026-10-17 21:44:01 -04:00
spoopyghosty0 d02ff3c9aa Vulkan shim: leave out Lepton's Fossilize layer, blank shaders for refused pipelines (#349)
Transformers Beyond Reality: Redux ended its first frames with Unreal's "Shader compilation failures are
Fatal." With Lepton's Fossilize layer loaded every graphics pipeline failed with
VK_ERROR_OUT_OF_HOST_MEMORY, even a constant-colour one; the pipeline cache, the app's CPU allocator and
Valve's FDM/RPO layers were ruled out on the device. Without Fossilize a few multiview vertex shaders
still fail in Turnip.

- adapter.vk_no_fossilize: the shim removes VK_LAYER_fossilize from GraphicsEnv's debug layer list when
  the engine loads it (library constructor, same GraphicsEnv calls as zinkfix)
- adapter.vk_pipeline_fallback: a refused graphics pipeline is created again with a blank fragment
  shader, then blank vertex + fragment shaders
- catalog entry (status unknown, headless only), triage vulkan-pipeline-refused, PLAYBOOK, DEVICE_NOTES

Headless on the dev Frame: RUNNING after 78 s at 72 fps (was: exit within 21 s). Headset check pending.
2026-10-17 21:34:00 -04:00
spoopyghosty0 5e668f33d3 Batman audio hooks: place stubs in verified free gaps, say which step failed
On the Frame the atomic-branch detours never installed ("installation failed"): an mmap hint isn't honoured,
so the stub landed out of B range. Stubs now go into free gaps from /proc/self/maps within +-128 MiB of the
entry, mapped with MAP_FIXED_NOREPLACE (a relocated result is rejected); no gap = no hook. Every failure logs
the target and the failing step.
2026-10-17 16:47:06 -04:00
spoopyghosty0 feb4658dde Batman audio hooks: publish detours with one atomic branch (#389, #34)
The detour helper from PR #34 (used by the metadata hook and PR #389's two geometry hooks) wrote a 16-byte
branch + literal in two steps while game threads may run the function (installation is retried from
xrPollEvent). Each hook now publishes a single aligned release-atomic AArch64 B to a stub within +-128 MiB;
the trampoline replays the one verified instruction and returns to entry+4. Every mprotect is checked;
failures before publication free the stub and trampoline and leave the function untouched; no stub in range =
no hook. Adapter artifacts rebuilt by us (the PR's binary isn't shipped).
2026-10-17 16:47:06 -04:00
spoopyghosty0 1e1c435191 Headset model per game, Quest 3 by default (#373)
Games saw a Quest 2: OVRPort's dispatcher hardcodes the system name "Oculus Quest2" and a Quest 2
headset UUID (XR_META_headset_id), and OVRPlugin decides the headset type from the UUID first, then the
name. device.headset_model (Customize; Quest 3 default for every Quest game, also Quest 3S, Quest Pro,
Quest 2) rewrites both in the dispatcher after checking the original bytes; Quest 2 leaves the build
byte-identical. FrameBridge reports the same name to games that call the runtime directly. A library
migration adds the default to existing recipes (installed games show Update on Frame).
Lepton's ro.product.model ("Lepton") can't be overridden by boot properties, so Build.MODEL is unchanged.

Verified on the Frame: OVRPlugin logs "systemName Meta Quest 3" (was "Oculus Quest2").
2026-10-17 15:18:45 -04:00
spoopyghosty0 7d4e20844f FrameBridge: XR_FB_color_space for games that require it (#336)
OutRun Quest VR quits before its VR session with "Rec.709 color space unavailable": the Frame's runtime
has no XR_FB_color_space. Adapter setting fb_color_space (off by default; triage color-space-missing
suggests it) offers the extension when the runtime lacks it, reports Rec.709 and accepts any colour
space without converting. OVRPort's dispatcher can't forward the new functions, so it isn't on for every
game. Not yet tried on the device.
2026-10-17 14:56:59 -04:00
spoopyghosty0 6423739ae6 Rebuild artifacts for #293, #329, #303, #327/#328, #323, #306, #349 and the snapshot fallback
FrameBridge (libopenxr_loader_generic.so, arm64-v8a + armeabi-v7a) rebuilt from the merged adapter sources: rect_clamp empty rects (#293), alpha_blend_emul (#329), foveation storage under Valve's FDM (#303), profile_remap profile report + detached-controller paths (#327/#328), action_dedup (#323), quad/cylinder snapshots, refresh-rate answer (#306), hide_fb_foveation (#349). The other targets rebuild to the committed bytes.
2026-10-17 02:19:10 -04:00
spoopyghosty0 9772b9a17f Vulkan shim: vk_pipeline_log diagnostics (failing pipeline creations, Y'CbCr conversions; GitHub #349) 2026-10-17 02:19:08 -04:00
spoopyghosty0 542e54882d Add opt-in dispatcher-level Quest Vulkan foveation suppression 2026-10-17 02:19:06 -04:00
spoopyghosty0 8986aa7040 FrameBridge: answer xrGetDisplayRefreshRateFB with the real rate (PreyVR black menu, #306)
The Frame's runtime has no XR_FB_display_refresh_rate (-7); OVRPort's dispatcher still
offers it and answered 0 Hz. Team Beef's idTech 4 ports run USERCMD_MSEC = 1000 / refresh,
so PreyVR had 0 ms tics: the async thread spun (~1.9M tics/s), com_frameTime stayed 0 and
the main menu's timeline never got past its first step (black backdrop + cursor only).
FrameBridge now always answers with 1 / predictedDisplayPeriod (else the refresh_rate
setting, else 72 Hz). Headless: menu drawn (snapshot mean 68 vs 0.1 before), clocks advance.

- glmv: gl_mv_debug=2 traces draws (state, GL errors per framebuffer), failed texture
  uploads/copies/compiles and idTech 4 clocks; how this was found
- triage: a single xrEndFrame -16 is info, not the black-menu error it was blamed for
- PLAYBOOK row, CLAUDE.md fact, host test for the fallback rate
2026-10-17 02:19:00 -04:00
spoopyghosty0 9cacc0eacc Unity IL2CPP fixes warn when they find nothing; FrameBridge fills empty image rects (#293)
- Il2cppReturnPatch (unity_runtime_msaa_off, unity_multipass, unity_text_input, ...): a patch that is turned on
  but whose methods Cpp2IL doesn't find in the game now logs it and adds a WARN build check naming the patch
  ("not applied (<id>): code not found in this game ...") instead of skipping silently. ApkContext.checks =
  checks a patch reports while applying; apply_frame_fixes adds them to the build's checks (job/CLI output,
  build record). WARN only: the build still succeeds.
- FrameBridge rect_clamp: an empty projection/quad image rect (BattleTalent's first frames: 0,0 0x0 ->
  xrEndFrame -25 twice, then OVRPlugin stops submitting) becomes the whole swapchain image when its size is
  known; counted as swapped, logged ("rect_clamp: view N empty image rect -> full swapchain WxH"). Adapter
  revision unchanged; artifacts rebuilt.
- triage swapchain-rect-invalid, PLAYBOOK row, setting texts, PATCHES.md, i18n template.
2026-10-17 01:52:16 -04:00
spoopyghosty0 728a009f22 a32 translator: end JIT blocks before the exit-stub table is full (GitHub #342)
Pinball FX2 VR (32-bit, through the a32 bridge) died ~2 s after its loading
screen with "a32: block at 0xf68587a0 overflowed the code buffer" (exit 127):
OpenSSL's sha1_block_data_order_armv8 (reached from RAND_poll) has ~60 SHA-1
crypto instructions in a row, each translated through the interpreter with
its own exit stub, and the block loop only stopped at 96 instructions or half
the code buffer, so the 64-entry stub table overflowed and fatal() ended the
process. The loop now also ends a block while 8 stubs are left.

Headless on the dev Frame the game now runs on past that point (menu-size
swapchains, recenter, its save files written) instead of exiting.
tests/programs/sha1ce.c (72 crypto instructions in a row + an unrolled SHA-1)
failed with the old a32run and passes with the new one, JIT = interpreter.
Triage signature a32-jit-overflow, PLAYBOOK row; frame.a32_bridge marks only
Pinball FX2 VR "Update on Frame" (package_revisions).
2026-10-17 01:33:03 -04:00
spoopyghosty0 6cd1eaaf23 adapter: show a per-eye cylinder menu to both eyes (fix black curved menus)
Doom3Quest-based ports (PreyVR, #306) draw their menu on a curved
cylinder layer submitted once per eye. The Frame's runtime has no
cylinder layers, so FrameBridge shows each as ~7 flat quad strips; a
per-eye pair is ~14 quad layers in one frame, which the runtime rejects
whole (xrEndFrame -> XR_ERROR_LAYER_INVALID, -16). The menu then stays
black while the game runs at 72 fps.

Collapse the pair: drop the right-eye cylinder and show the left eye's
strips to both eyes (the runtime composites a quad to both eyes anyway).
That halves the layer count and drops the per-eye eyeVisibility, and the
runtime accepts the frame. Only frames with per-eye cylinders change --
exactly the ones that were being rejected; mono (BOTH) cylinder games
such as 4XVR are untouched.

Verified on the dev Frame (headless): PreyVR v1.2.4 rebuilt + installed,
the menu frame now submits (one transient -16 on the first frame before
the space is locatable, then clean), 72 fps. Visual confirmation of the
menu needs the headset. Triage signature cylinder-menu-layers-rejected.

No adapter revision bump (installed games are not marked outdated).
2026-10-15 15:54:29 -04:00
spoopyghosty0 741af0651e adapter: log the created swapchain handle in xrCreateSwapchain
Diagnostics only (no behaviour change): the "new layer ... usable=0"
line prints a layer's swapchain pointer, but creation logged only the
result, so a dropped layer couldn't be matched to the xrCreateSwapchain
that made (or failed to make) its swapchain. Needed to pin why a quad
"screen layer" is dropped (#306 PreyVR: menu rendered to a quad whose
swapchain FrameBridge reports as not usable).
2026-10-15 15:13:37 -04:00
spoopyghosty0 9eef555bf2 cube_standin: serve a refused cube swapchain on Vulkan too (#296 UNDERDOGS)
The GLES-only stand-in left Vulkan games (UNDERDOGS: VkFormat 43, faces=6) with the runtime's refusal, so OVRPlugin
crashed in ovrp_EndFrame4. When there's no GLES context, the adapter now makes a cube-compatible VkImage (6 layers,
the requested format/size/mips, usage from the XR flags) with the app's device/queue and a private transient pool,
transitions it to COLOR_ATTACHMENT_OPTIMAL, and enumerates it as a Vulkan image; its cube layers are still dropped.
GLES behaviour is unchanged. Adapter rebuilt deterministically (both ABIs).
2026-10-15 01:43:29 -04:00
spoopyghosty0 927dae5ff8 Merge main into aarch32testing; maintainer fixes for the 32-bit bridge
Merged main (agent 90, ANALYSIS_VERSION 17/18 after main's 15/16) and rebuilt the bridge, foveation and a32
libraries from source (deterministic, no local paths).

Fixes on top:
- a32 loader: apply DT_ANDROID_RELR relocations (Journey of the Gods crashed at start)
- VrApi bridge: vrapi_Get/SetTrackingTransform (floor-level tracking; Shadow Point's player was below the floor)
- a32: never submit an untracked default head pose (hold up to 100 ms, repair or drop); pose consistency per display
  time; submit/tracking counters
- VrApi bridge: wait again when xrWaitFrame gives a display time in the refresh just submitted (the runtime rejected
  the second frame with AlreadySubmitted; Journey of the Gods ran at ~120 fps on a 90 Hz display and the scene slid
  and snapped back); pacing counters
- VrApi bridge: GLES re-entry polls events before reusing the kept session (a lost or exiting session is replaced, a
  stopped one waits for READY)
- VrApi bridge: STAGE is the runtime's STAGE space (play-area centre and orientation, unchanged by recentering);
  LOCAL_FLOOR keeps the head-based origin
- signer certificate: pick the certificate the SignerInfo names, not the first in the PKCS#7 block
- flat 32-bit apps keep the bridge (it isn't a VR-only fix)
- Frida gadget loads are stripped before translation
- launcher restart test fixed; native/.cache is no longer committed
- catalog: Shadow Point and Journey of the Gods work (headset, 2026-10-14; min_app 1.1.2)
2026-10-14 20:10:10 -04:00
spoopyghosty0 57bb69f79c VrApi bridge: save the headset's FOV only when it really changes (it was rewritten every frame)
Rebuilt libvrapi.so and libvrapi_foveation.so without the local NDK paths a worktree build left in their debug info; a test checks that no artifact contains a local path.
2026-10-14 19:45:34 -04:00
spoopyghosty0 a2515f13a7 FrameBridge: turn upside-down quads upright in place (#138); gl_error_clear stops Vader's runtime memory leak (#285) 2026-10-14 13:40:15 -04:00
spoopyghosty0 7c066b5fea Opt-in frame.asset_files_stub: answer Meta asset-file requests for DLC managers that stall without the service (#203) 2026-10-14 12:22:13 -04:00
spoopyghosty0 f6ae3f7724 Fix xLua startup on Frame with full-pointer Lua engine 2026-10-14 09:19:19 -04:00
UnicronNLandClaude Opus 5.5 a37c75aec8 VrApi bridge: recenter from the head after the runtime's recenter
Holding the Frame's menu button turned 32-bit (and other VrApi bridge)
games 90-120 degrees to the side. The bridge's app space is LOCAL plus
the head's yaw at the start; the runtime's recenter moves LOCAL to the
head, so that old yaw was applied again. On a LOCAL reference space
change (and on vrapi_RecenterPose, ignored before) the origin is taken
from the head again in the first frame after the change, and VrApi's
recenter count goes up. Owner-verified with Gunjack.

The upstream patches are regenerated against OVRPort 5e7df52 (they
were missing the FOV cache changes).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 15:58:03 +02:00