- Introduced PlayerMii class to encapsulate Mii data and image.
- Added parseMiiData function to decode Mii data from JSON.
- Updated miiImage function to playerMii for better clarity and functionality.
- Enhanced RksysProfiles to include Mii ID and updated parsing logic.
- Modified SidebarProfileCard to accommodate new Mii handling.
- Redesigned layout for activity_launcher.xml to improve Mii display.
- Adjusted item_mii.xml and page_profiles.xml for better Mii image sizing.
- Updated strings.xml for clarity on Mii parts and bodies.
- Added tests for Mii database and rendering to ensure functionality.
- Created MiiBodies class to handle upper body rendering for Miis.
- Implemented MiiBodiesTest to validate body model parsing and rendering.
- Introduced new layout files for Mii items, Mii editor, and My Miis page.
- Implemented MiiData serialization and deserialization tests to ensure data integrity.
- Created MiiDatabase tests to validate database creation, modification, and error handling.
- Added MiiIds tests to verify ID generation and MAC address derivation.
- Developed MiiRenderer tests to confirm rendering functionality for Mii parts.
- Added vector drawable icons: ic_chart, ic_code, ic_copy, ic_star, ic_translation, ic_user_circle.
- Created layout file for the profiles page, including UI elements for displaying user profiles, history, and statistics.
- Implemented unit tests for Retro WFC functionality, ensuring correct parsing of history, online friend codes, badges, and Mii images.
- Developed tests for Rksys profiles, validating friend code generation, license parsing, and handling of ratings.
- Introduced new drawable resources for user and warning icons.
- Created layout files for mod browser items, loading indicators, and the main mod browser page.
- Implemented IDs for resource referencing in the layout.
- Added unit tests for GameBanana API interactions, ensuring proper parsing of mod data and error handling.
- Developed Rust module for handling mod archives, supporting extraction of 7z and RAR formats with error checking.
The rule and its cost are not obvious from the code: the substitution is per
draw, so the merge test is too, and getting that wrong is worth 6 ms of GPU time
a frame in a race.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The Quest launcher's Settings > VR gains a Seat choice (cockpit or
custom, first_person_seat) and a Hand steering switch (hand_steering, off
by default like the runtime), which is only enabled in the first-person
cockpit because the wheel belongs to that seat. About credits heurazy for
the turning steering wheel and hand steering. The runtime side was already
shared with the Quest build.
OPENXR.md records what one Quest 3 race showed: the kart's own wheel
animated (228 draws a frame) with the race camera's view matching the
scene's exactly, but the driver's eye was never calibrated and the
fallback put the wheel centre about 13 cm above eye level. The Quest
declares no hand-tracking permission, so hands are the procedural gloves.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The panel was drawn into the eye images, so below a 1.00x OpenXR
resolution its 1440x1080 canvas was minified into a small eye region and
the text became hard to read. It is now submitted as a quad layer of its
own over the scene's projection or menu quad, which the compositor samples
directly at any render scale.
Each backend (D3D12, Windows Vulkan, Quest) makes the panel's swapchain
pair (plus two shared buffers on the Quest) the first time the panel
opens. While it is open, the frame hands Aurora one more stereo target
after the eyes, which the bridge fills with the panel texture or a
transparent image. The panel image follows the eyes' displayed/retained
pairing, so a cancelled frame never shows an unwritten panel. The quad
hangs where the pointer's hits are tested. Aurora leaves the panel out of
the eyes in layer mode, and a backend that cannot make the layer falls
back to drawing it into the eyes.
On the Quest, debug.wiicompiled.panel_layer 0 selects the old path at
run time. Measured there at a race start (render_scale 0.8), the layer
costs nothing while the panel is closed; while it is open, app GPU time is
10.5 ms against 9.7 ms drawn into the eyes, with unchanged frame rates.
The replay tests cover lazy creation, cancelled frames, closed and
unplaced panels, and render-first pacing on D3D12 and Windows Vulkan.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The native-registration scan only knew PPC_NATIVE_OVERRIDE, so every
GX_DEFERRED_OVERRIDE_VOID was missing from the index; the deferred form
registers `symbol` and posts the hand-written `symbol_gx`.
A Retro Rewind kit built from a translation without the Retro-WFC payload now
refuses to package instead of crashing on entering WFC, and on Android ImGui
keeps off SDL's cursor, which ART aborts on from a guest fiber's stack.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- Introduced a new GX thread to handle the rendering pipeline, allowing the game thread to post commands without blocking.
- Added `gx_thread.h` and `gx_thread.cpp` to manage the command ring buffer and thread synchronization.
- Updated `vi.cpp` to utilize the GX thread for rendering tasks, improving frame pacing and responsiveness.
- Modified `main.cpp` to configure and start the GX thread, ensuring it integrates with the existing rendering workflow.
- Enhanced `openxr_integration.cpp` to register the GX thread with OpenXR for better performance in VR scenarios.
- Refactored `settings_overlay.cpp` to remove unnecessary waits for the frame worker, as the overlay now draws directly into the game thread's ImGui frame.
- Improved error handling and logging in the GX thread to capture exceptions during command execution.
- Created InstallReset.kt to handle the removal of game files, built games, and mod packs while preserving user data.
- Implemented unit tests for InstallReset to ensure correct functionality and file handling.
- Updated RetroRewindPackTest to include new test cases for update and deletion order.
- Enhanced Vulkan interop and OpenXR integration to support new thread scheduling hints for Android.
- Improved error handling and logging for GPU submission failures in Vulkan backend.