Merge remote-tracking branch 'TrackedControllerFix/main'

Merged TrackedControllerFix
This commit is contained in:
NotAKidoS 2023-04-26 09:26:32 -05:00
commit 2712713ccf
7 changed files with 245 additions and 0 deletions

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using ABI_RC.Core.Player;
using HarmonyLib;
using Valve.VR;
namespace NAK.Melons.TrackedControllerFix.HarmonyPatches;
internal class PlayerSetupPatches
{
[HarmonyPostfix]
[HarmonyPatch(typeof(PlayerSetup), "Start")]
private static void Post_PlayerSetup_Start(ref PlayerSetup __instance)
{
// Add TrackedControllerFix
var vrLeftHandTracker = __instance.vrLeftHandTracker.AddComponent<TrackedControllerFix>();
vrLeftHandTracker.inputSource = SteamVR_Input_Sources.LeftHand;
var vrRightHandTracker = __instance.vrRightHandTracker.AddComponent<TrackedControllerFix>();
vrRightHandTracker.inputSource = SteamVR_Input_Sources.RightHand;
}
}

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using MelonLoader;
namespace NAK.Melons.TrackedControllerFix;
public class TrackedControllerFixMod : MelonMod
{
public override void OnInitializeMelon()
{
ApplyPatches(typeof(HarmonyPatches.PlayerSetupPatches));
}
private void ApplyPatches(Type type)
{
try
{
HarmonyInstance.PatchAll(type);
}
catch (Exception e)
{
LoggerInstance.Msg($"Failed while patching {type.Name}!");
LoggerInstance.Error(e);
}
}
}

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using MelonLoader;
using NAK.Melons.TrackedControllerFix.Properties;
using System.Reflection;
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyTitle(nameof(NAK.Melons.TrackedControllerFix))]
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
[assembly: AssemblyProduct(nameof(NAK.Melons.TrackedControllerFix))]
[assembly: MelonInfo(
typeof(NAK.Melons.TrackedControllerFix.TrackedControllerFixMod),
nameof(NAK.Melons.TrackedControllerFix),
AssemblyInfoParams.Version,
AssemblyInfoParams.Author,
downloadLink: "https://github.com/NotAKidOnSteam/TrackedControllerFix"
)]
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
[assembly: HarmonyDontPatchAll]
namespace NAK.Melons.TrackedControllerFix.Properties;
internal static class AssemblyInfoParams
{
public const string Version = "1.0.2";
public const string Author = "NotAKidoS";
}

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using UnityEngine;
using Valve.VR;
namespace NAK.Melons.TrackedControllerFix;
public class TrackedControllerFix : MonoBehaviour
{
public SteamVR_Input_Sources inputSource;
public int deviceIndex;
private SteamVR_TrackedObject trackedObject;
private SteamVR_Behaviour_Pose oldBehaviourPose;
private SteamVR_Action_Pose actionPose = SteamVR_Input.GetAction<SteamVR_Action_Pose>("Pose", false);
private void Start()
{
trackedObject = gameObject.AddComponent<SteamVR_TrackedObject>();
oldBehaviourPose = gameObject.GetComponent<SteamVR_Behaviour_Pose>();
oldBehaviourPose.broadcastDeviceChanges = false; //this fucks us
if (actionPose != null) CheckDeviceIndex();
}
private void OnEnable()
{
if (actionPose != null) actionPose[inputSource].onDeviceConnectedChanged += OnDeviceConnectedChanged;
oldBehaviourPose.enabled = false;
}
private void OnDisable()
{
if (actionPose != null) actionPose[inputSource].onDeviceConnectedChanged -= OnDeviceConnectedChanged;
oldBehaviourPose.enabled = true;
}
private void OnDeviceConnectedChanged(SteamVR_Action_Pose changedAction, SteamVR_Input_Sources changedSource, bool connected)
{
if (actionPose != changedAction) actionPose = changedAction;
if (changedSource != inputSource) return;
CheckDeviceIndex();
}
private void CheckDeviceIndex()
{
if (actionPose[inputSource].active && actionPose[inputSource].deviceIsConnected)
{
int trackedDeviceIndex = (int)actionPose[inputSource].trackedDeviceIndex;
if (deviceIndex != trackedDeviceIndex)
{
deviceIndex = trackedDeviceIndex;
trackedObject.SetDeviceIndex(deviceIndex);
}
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<LangVersion>latest</LangVersion>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
</PropertyGroup>
<ItemGroup>
<Reference Include="0Harmony">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\MelonLoader\0Harmony.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp-firstpass">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Assembly-CSharp-firstpass.dll</HintPath>
</Reference>
<Reference Include="Aura2_Core">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Aura2_Core.dll</HintPath>
</Reference>
<Reference Include="cohtml.Net">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\cohtml.Net.dll</HintPath>
</Reference>
<Reference Include="Cohtml.Runtime">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Cohtml.Runtime.dll</HintPath>
</Reference>
<Reference Include="MelonLoader">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\MelonLoader\MelonLoader.dll</HintPath>
</Reference>
<Reference Include="SteamVR">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\SteamVR.dll</HintPath>
</Reference>
<Reference Include="UIExpansionKit">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\UIExpansionKit.dll</HintPath>
</Reference>
<Reference Include="Unity.Postprocessing.Runtime">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Unity.Postprocessing.Runtime.dll</HintPath>
</Reference>
<Reference Include="Unity.TextMeshPro">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Unity.TextMeshPro.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.AnimationModule">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.AnimationModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.InputLegacyModule">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.InputLegacyModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.PhysicsModule">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.PhysicsModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.VRModule">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.VRModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.XRModule">
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.XRModule.dll</HintPath>
</Reference>
</ItemGroup>
<Target Name="Deploy" AfterTargets="Build">
<Copy SourceFiles="$(TargetPath)" DestinationFolder="C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\" />
<Message Text="Copied $(TargetPath) to C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\" Importance="high" />
</Target>
</Project>

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.2.32630.192
MinimumVisualStudioVersion = 10.0.40219.1
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EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{988BC351-E04B-4756-A6FC-A7E55E830DB6}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{988BC351-E04B-4756-A6FC-A7E55E830DB6}.Debug|Any CPU.Build.0 = Debug|Any CPU
{988BC351-E04B-4756-A6FC-A7E55E830DB6}.Release|Any CPU.ActiveCfg = Release|Any CPU
{988BC351-E04B-4756-A6FC-A7E55E830DB6}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {F38A646E-1C36-4233-AC20-4E9F0CED9BDF}
EndGlobalSection
EndGlobal

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{
"_id": -1,
"name": "TrackedControllerFix",
"modversion": "1.0.0",
"gameversion": "2022r170",
"loaderversion": "0.5.7",
"modtype": "Mod",
"author": "NotAKidoS",
"description": "Allows your controllers to track while the SteamVR overlay is open. This also fixes Quest/Touch controllers feeling slow during fast movements.",
"searchtags": [
"vr",
"quest",
"controller",
"tracking"
],
"requirements": [
"None"
],
"downloadlink": "https://github.com/NotAKidOnSteam/TrackedControllerFix/releases/download/v1.0.0/TrackedControllerFix.dll",
"sourcelink": "https://github.com/NotAKidOnSteam/TrackedControllerFix/",
"changelog": "Initial Release",
"embedcolor": "3498db"
}