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[DesktopVRSwitch] Prepare for CVRMG submission.
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3 changed files with 4 additions and 3 deletions
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@ -22,7 +22,7 @@ public class DesktopVRSwitch : MelonMod
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// Category.CreateEntry("Render VR Game View", true, description: "Should the VR view be displayed in the game window after VRMode switch?");
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public static readonly MelonPreferences_Entry<bool> EntrySwitchToDesktopOnExit =
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Category.CreateEntry("Switch to Desktop on SteamVR Exit", true, description: "Should the game switch to Desktop when SteamVR quits?");
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Category.CreateEntry("Switch to Desktop on SteamVR Exit", false, description: "Should the game switch to Desktop when SteamVR quits?");
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public override void OnInitializeMelon()
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{
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@ -20,7 +20,8 @@ using System.Reflection;
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[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
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[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
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[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
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[assembly: MelonColor(255, 0, 139, 139)]
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[assembly: MelonColor(255, 52, 152, 219)]
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[assembly: MelonAuthorColor(255, 114, 17, 25)]
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[assembly: HarmonyDontPatchAll]
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namespace NAK.DesktopVRSwitch.Properties;
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@ -18,6 +18,6 @@
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],
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"downloadlink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/releases/download/r3/DesktopVRSwitch.dll",
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"sourcelink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/DesktopVRSwitch/",
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"changelog": "- Reinitialize SteamVR input on switch. Correct fixedDeltaTime when entering Desktop.\n- Tweak to initial switch position for correcting offsets.\n- Fixed FBT tracking point initial size.\n- Update core menu data so QM Recalibrate/SeatedPlay button works.",
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"changelog": "- Fixed issue with Zoom gamerule being ignored if first joined in VR.\n- Fixed issue with post processing settings not being updated.\n- Fixed conflict with Third Person- inactive camera copying incorrect culling masks.\n- Fixed conflict with DesktopVRIK- Tracking is no longer disabled if switched while crouched.\n- Potentially fixed rare Cohtml crash regarding Gamepad registering on switch.\n- Potentially fixed eye tracking not being handled on switch.\n- Fixed a bunch of QualitySettings that SteamVR would override not being reset on switch to Desktop.\n- Potentially fixed issue where entering VR after restarting SteamVR resulted in low renderscale.\n- Fixed issue with CVRPickupObject patch breaking other mods.\n- Hijacked world transition system for switch transition.\n- Added option to automatically switch to Desktop when closing SteamVR.",
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"embedcolor": "3498db"
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}
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