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Bring the docs up to date with the code
- floating-windows.md and profiles.md describe what's built, with what isn't listed as such; the plans, phases, and branch notes are gone - hands-migration.md is gone: the move is done; its open items are in hands/README.md's Known issues - reference.md: Layout & profiles, every action, key combinations, floating windows, the gaze pointer, and hand tracking as they are - design.md gets the KWin findings from floating-windows.md - README, gaze/README, AGENTS, hazards, gaze-controllers, and the example config catch up with gaze, hands, and the stuck-key fix Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -15,6 +15,7 @@ POINTER_IDLE=30 # seconds without mouse use before the controllers get their
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POINTER_WAKE_COUNTS=40 # mouse counts within 1 s needed to wake or re-claim the laser (ignores desk jitter)
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POINTER_CONTROLLER_PICKUP=1 # how hard a controller must move (x 0.35 m/s or 2 rad/s, for 100 ms) to take the laser back; raise it if resting controllers do (0.5 to 5)
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POINTER_DISTANCE=1.5 # metres to the cursor when it isn't on a panel
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POINTER_ROLE=right # the hand role the pointer's controller takes: right | left | stylus (no hand); with a Frame controller held in that hand, clicks don't land, so pick the other
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POINTER_CURSOR_DEG=0.4 # size of the free-space dot, in degrees
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POINTER_ORIGIN_FRACTION=0.95 # laser starts this far along eye->cursor: its beam is a few cm, SteamVR's hit dot tiny
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POINTER_LASER_WIDTH=0.8 # controller beam width (dashboard.laserRayWidthScale), set once at helper start
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@@ -37,7 +38,7 @@ POINTER_GAZE_SHOW=1 # gaze mode, with POINTER_GAZE_DOT=moving: the dot sh
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POINTER_GAZE_MOUSE=precision # gaze mode: the left button holds back its press, the mouse steers, the release clicks (precision) | clicks right away (direct)
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POINTER_HEAD_DEADZONE=0.5 # keyboard clicks at the gaze (Meta+J, Meta+K): degrees the head turns before the held dot moves with it
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POINTER_KEY_TAP=0.25 # keyboard clicks: let go within this (s) and it clicks where the dot was at the press, and tells the gaze tracker it was right
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GAZE_TRACKER=steam # gaze service: steam = SteamVR's eye tracker | own = our own (gaze/tracker: its frame grabber needs gaze/tracker/install.sh; calibrated in the gaze probe with Own tracker)
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GAZE_TRACKER=steam # gaze service: steam = SteamVR's eye tracker | own = our own (gaze/tracker: its frame grabber needs gaze/tracker/install.sh; calibrated with Calibrate on Frametop Input Settings' Gaze page)
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GAZE_EYE=auto # gaze service: eye bias. auto = each eye weighted by how far off it was at your recent nudges | left | right = that eye counts twice
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HANDS_SWAP_SIDES=0 # hand tracking (hands/run.sh install): 1 = the side cameras' names are swapped, which some SteamVR restarts cause (hands/tools/check_sides.py --ring tells)
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HANDS_CPUS=5,6,7 # hand tracking: the CPUs its model threads run on
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