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[DesktopVRSwitch] Nuke CohtmlUISystem Gamepad handling for now.
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19 changed files with 146 additions and 21 deletions
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@ -1,4 +1,5 @@
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using MelonLoader;
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using MelonLoader;
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using NAK.DesktopVRSwitch.VRModeTrackers;
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using UnityEngine;
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@ -28,7 +29,10 @@ public class DesktopVRSwitch : MelonMod
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Category.CreateEntry("Enter Calibration on Switch", true, description: "Should you automatically be placed into calibration after switch if FBT is available? Overridden by Save Calibration IK setting.");
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public static readonly MelonPreferences_Entry<bool> EntryUseTransitionOnSwitch =
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Category.CreateEntry("Use Transition on Switch", true, description: "Should the world transition play on VRMode switch?");
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Category.CreateEntry("Use Transition on Switch", true, description: "Should the world transition play on VRMode switch?");
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public static readonly MelonPreferences_Entry<bool> EntryRenderVRGameView =
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Category.CreateEntry("Render VR Game View", true, description: "Should the VR view be displayed in the game window?");
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public override void OnInitializeMelon()
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{
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@ -40,10 +44,14 @@ public class DesktopVRSwitch : MelonMod
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ApplyPatches(typeof(HarmonyPatches.CheckVRPatches));
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// nameplate fixes
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ApplyPatches(typeof(HarmonyPatches.CameraFacingObjectPatches));
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// pickup fixes
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ApplyPatches(typeof(HarmonyPatches.CVRPickupObjectPatches));
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// lazy fix to reset iksystem
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ApplyPatches(typeof(HarmonyPatches.IKSystemPatches));
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// post processing fixes
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ApplyPatches(typeof(HarmonyPatches.CVRWorldPatches));
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// cohtml gamepad handling nuke
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ApplyPatches(typeof(HarmonyPatches.CohtmlUISystemPatches));
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}
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public override void OnUpdate()
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