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5.2.1

Bug Fixes

Chaperone Losing position

  • SVR 1.13 broke Chaperone Positioning, this will fix that.
  • This is achieved by no longer using "adjust chaperone"
  • If you feel like you still need the "adjust chaperone" option it is now in settings

Changes to Rotation Counter (effects center marker as well)

  • We switched to a new algorithm based on whole turn counts + absolute position
  • This should eliminate drift entirely. (well more realistically limit to @ max a few degrees)
  • This means if you are at .5 ccw rotations on reset you will be at .5 cw rotations or 1.2 ccw will be .2 ccw at reset
  • The "zero" point of your turn is now based on how your playspace is situated (should be the forward direction)
  • The "critical point" is at 180 deg from the front
  • The Counter will fail if turning over 180 deg / 7 frames (this is still ~900 deg/s @ 30 fps)
  • The Turn Counter may add faulty turns if you invert hmd and pass through critical section (deemed unlikely but if you see this behavior yell at us.)
  • Obviously we will probably be tweaking this in the future, but curious to see how it's taken.

Misc

  • Fixes a display issue with settings causing some of the scroll box elements to go over the back button
  • Fixes an issue with supersampling not allowing (and forcing) values that have more than 1 Sig digit. (should be 2 now)

Linux Fixes

  • For Steam Client disabled integration in appimage.
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