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Consolidate VR UI with Inconsolata neon styling and mount settings
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@@ -41,9 +41,11 @@ loaded between utterances; do not spawn Python/load 178 MB for every release.
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## Minimal interaction
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A small hand-attached status chip while armed; a compact review panel only when
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needed. Allow head-relative placement for users who prefer it. No permanent large
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dashboard obscuring the application.
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The implemented menu consolidates review, status, controls and settings onto one
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rendering surface, with world-space placement by default. Settings offer left
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wrist, right wrist and head mounting. A smaller status-chip presentation while
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armed remains a possible refinement, not a second implemented overlay. See
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[the current UI and placement behavior](overlay.md).
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```text
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[ mic ] Ready · On-device [ settings ]
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@@ -77,8 +79,9 @@ Recording… 00:04 [ Cancel ]
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Implement the standalone `frameyap` executable, initialized
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with `VRApplication_Overlay`. Frame accepted that application type and
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`IVROverlay_028` in the probe. Use `CreateOverlay`, tracked-device-relative
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transform, `ShowOverlay`/`HideOverlay`, and `PollNextOverlayEvent` for the panel.
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`IVROverlay_028` in the probe. Use one `CreateOverlay` handle, an absolute world
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transform or tracked-device-relative mount, `ShowOverlay`/`HideOverlay`, and
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`PollNextOverlayEvent` for the panel.
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Use SteamVR's overlay interaction rather than inventing scene controller rays.
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Do not link an external scene host or launch another application behind the
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@@ -93,11 +96,12 @@ eye targets or per-eye scene rendering. Keep tracking in compositor transforms,
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not an application-rendered hand-pose animation loop. Do not promise a particular
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GPU cost until measured.
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A scene renderer's canvas/MSDF resources are not
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an OpenVR overlay backend and are not imported here. Use a small independently
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licensed font/icon set and minimal panel renderer. Any later source/asset reuse
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requires an explicit license-reviewed extraction, never a runtime path into the
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engine checkout.
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A scene renderer's canvas/MSDF resources are not an OpenVR overlay backend and
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are not imported here. The Inconsolata TTF used by kouseki is independently
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bundled under its retained OFL; the panel renderer is original FrameYap code.
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The neon HUD frame is a visual reference, not an engine dependency. Further
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source/asset reuse requires an explicit license-reviewed extraction, never a
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runtime path into the engine checkout.
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### Controller bindings
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