fix battle rotations in vr

This commit is contained in:
DramaticShape
2026-08-06 20:31:01 -04:00
parent 6080531b08
commit 55bc993ed7
4 changed files with 176 additions and 65 deletions
+5 -1
View File
@@ -371,7 +371,11 @@ local function renderWorld(views, ctl)
end
anchor = VRRig.dioramaAnchor(Voxel.angle, Diorama.offset)
scale = VRRig.dioramaScale(frame, Voxel.FOCAL) / zoom
if Diorama.yaw ~= 0 then mountYaw = Diorama.yaw end
-- the hand-turn, and -- while a fight is staged -- the arena's own
-- quarter turn taken back out, so a turned arena arrives on the table
-- facing the head rather than lying across it (Diorama.battleYaw)
local dioYaw = battle and Diorama.battleYaw(battle) or Diorama.yaw
if dioYaw ~= 0 then mountYaw = dioYaw end
elseif battle then
-- the over-the-shoulder seat the flat battle shot stands in, pulled
-- close enough for a headset's own lens (see VRRig.battleMount), at