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Added First Person VR item management
- Implemented DVDReadVrAsset function to read mapped disc paths for VR assets. - Created HeldItem structure and ReadHeldItem function for managing held items in the game. - Developed unit tests for ReadHeldItem to ensure correct functionality and edge case handling. - Added cockpit item data tests to validate model indexing and parsing of archives.
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@@ -15,6 +15,13 @@ static RuntimeUserConfig Parse(const std::string& text) {
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}
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int main() {
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for (std::string_view hand : {"left", "right", "off"}) {
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Require(Parse("[vr]\ncockpit_item_hand = \"" + std::string(hand) + "\"\n")
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.vrCockpitItemHand == std::string(hand));
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}
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Require(std::string_view(RuntimeConfigFile::kVrCockpitItemHandDefault) == "left");
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Require(!Parse("[vr]\n").vrCockpitItemHand.has_value());
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Require(!Parse("[vr]\ncockpit_item_hand = 1\n").vrCockpitItemHand.has_value());
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// [vr] foveation: the Quest's foveated rendering level, index-matched to
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// aurora_set_stereo_foveation.
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for (std::string_view level : RuntimeConfigFile::kVrFoveationLevels) {
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