5.2.1
[h3]Bug Fixes[/h3]
[h3]Chaperone Losing position[/h3]
- 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
[h3]Changes to Rotation Counter (effects center marker as well)[/h3]
- 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.
[h3]Misc[/h3]
- 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)
[h3]Linux Fixes[/h3]
- For Steam Client disabled integration in appimage.