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Add placeholder steering wheel option for VR driving
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@@ -60,6 +60,7 @@ first_person_hidden_model = 0
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first_person_rotation = "yaw_pitch"
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steering_wheel = true
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native_steering_wheel = true
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placeholder_steering_wheel = false
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object_culling = false
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hand_steering = true
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cockpit_item_hand = "left"
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@@ -599,9 +600,16 @@ guest's own vertices are never written, and the copies are dropped after the fra
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turn their handle part in the game already; its copy is only re-seated on the cockpit frame so the
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bars stay with your hands while the bike banks. The wheel rides in the same frame as the view: the
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level seat for `"yaw"`, the kart's own orientation for `"yaw_pitch"` and `"full"`. While no draw takes
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the copy (for 30 frames running; the race's opening pan does this) a separate VR wheel stands in,
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which is also what `native_steering_wheel = false` draws. The copy keeps being published, so the
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vehicle's own wheel returns as soon as draws take it again, and the log notes both switches.
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the copy (for 30 frames running; the race's opening pan does this) the vehicle's own is drawn as
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the game poses it. The copy keeps being published, so the vehicle's own wheel turns again as soon as
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draws take it again, and the log notes both switches.
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**The placeholder wheel.** `placeholder_steering_wheel = true` (off by default; F10 and the Quest
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launcher's Settings > VR) draws a separate VR wheel for karts, or handlebar for bikes, whenever the
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vehicle's own is not the one turning: with `native_steering_wheel = false`, and during the stretches
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above where no draw takes the copy. Off, only the vehicle's own is seen, and the hands reach for it wherever its geometry is known,
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turning or not; where it is not (a kart whose grips were not found), they reach for where the
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placeholder would stand, in front of the seat.
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Validated on the extracted PAL disc's 216 single-player kart/character and Mii combinations
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(all 18 kart types): each resolves its node-0 bone as the runtime does and selects the complete
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