- 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>
Steam reads the Frame controllers itself, outside SteamVR's bindings, and every
press and release it sees takes SteamVR out of laser mode, so controller clicks
at the gaze can't be done cleanly (docs/gaze-controllers.md, from the gaze-first
branch's tests).
- Gaze precision and Gaze drag take a mouse button or a key combination only;
the controller source, its aim steering, and POINTER_PRECISION_GAIN,
POINTER_PRECISION_DEADZONE and POINTER_GAZE_DRAG_GAIN are gone.
- The gaze actions (including Gaze pointer on/off) can't be mapped to controller
buttons: the relay ignores them there and doesn't ask the helper for those
buttons, and Input Settings no longer offers them.
- Last used wins in gaze mode too: picking up a controller hands it the laser,
as docs/design.md already said.
- The gaze dot shows all the time (POINTER_GAZE_DOT=always, the default;
moving brings back the old behaviour), with a switch on the Gaze page.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>