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Add item throwing mechanics to VR configuration and input handling
- Introduced `vrCockpitItemThrow` configuration option to enable throwing items in VR. - Implemented `ThrowDetector` and `ThrowSequence` classes to manage item throwing mechanics based on hand movements. - Updated `OpenXRInput` to handle item throwing based on hand swings, integrating with existing VR input systems. - Enhanced settings overlay to allow users to toggle item throwing functionality. - Added tests for item throwing mechanics, ensuring correct behavior for various hand movements and conditions.
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@@ -22,6 +22,10 @@ int main() {
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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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Require(RuntimeConfigFile::kVrCockpitItemThrowDefault);
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Require(Parse("[vr]\ncockpit_item_throw = false\n").vrCockpitItemThrow == false);
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Require(Parse("[vr]\ncockpit_item_throw = true\n").vrCockpitItemThrow == true);
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Require(!Parse("[vr]\n").vrCockpitItemThrow.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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