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Click stability: only a hand controller's press starts it
The 3D mouse drives SteamVR's laser through the ft_pointer virtual controller, so its events reach the screens the same way a controller's do. The filter held every press, which turned the mouse's short drags (selecting a character or two, nudging a slider) into clicks. Mark button events from hand controllers and start the filter only on those. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -6,10 +6,12 @@ zone delivers the click at the original position, even if the hand moved during
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release. Moving outside the zone begins a normal drag immediately; returning to
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the zone does not turn it back into a click. There is no hold-duration timer.
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This filters overlay pointer content events on desktop monitors only. Native mouse
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input, SteamVR UI, separate screen grab bars and floating-app title-bar carrying
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are unaffected. Multi-button gestures keep their existing behavior. A motion
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onto another desktop monitor starts a drag; cross-monitor motion is not stabilized.
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This filters overlay pointer content events on desktop monitors only, and only
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presses from hand controllers start it. The 3D mouse (whose laser comes from the
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`ft_pointer` virtual controller), SteamVR UI, separate screen grab bars and
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floating-app title-bar carrying are unaffected. Multi-button gestures keep their
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existing behavior. A motion onto another desktop monitor starts a drag;
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cross-monitor motion is not stabilized.
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CLI (runtime preferences, reset to 8 on desktop restart):
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