Add first-person camera logging and adjust object culling defaults for Quest

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iChris4 committed 2026-09-29 21:17:37 +02:00
1 parent e2c4eb3c8c
commit 75f075b234
7 files changed
+106 -154

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@@ -41,6 +41,20 @@ int main() {
Require(!Parse("[vr]\nhand_tracking = 1\n").vrHandTracking.has_value());
Require(!RuntimeConfigFile::kVrHandTrackingDefault);
// [vr] object_culling: false draws what the game camera culls. The PC
// defaults to that; the Quest keeps the game's culling.
Require(Parse("[vr]\nobject_culling = true\n").vrObjectCulling == true);
Require(Parse("[vr]\nobject_culling = false\n").vrObjectCulling == false);
Require(!Parse("[vr]\n").vrObjectCulling.has_value());
Require(!Parse("[vr]\nobject_culling = 0\n").vrObjectCulling.has_value());
#if defined(__ANDROID__)
Require(RuntimeConfigFile::kVrObjectCullingDefault);
Require(std::string_view(MKW_VR_OBJECT_CULLING_DEFAULT_TOML) == "true");
#else
Require(!RuntimeConfigFile::kVrObjectCullingDefault);
Require(std::string_view(MKW_VR_OBJECT_CULLING_DEFAULT_TOML) == "false");
#endif
// [vr] immersive_window and flat_screen: one race view in two keys, Flat
// Screen mode winning, so a file that predates the window reads as before.
using RuntimeConfigFile::VrRaceView;