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menu fix, sky rendering, pokedex size
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@@ -4,6 +4,52 @@
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### Added
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- **The Pokédex in hand is a quarter larger.** Its voxel pitch went from
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1.1 cm to 1.375 cm (the body from about 10x15 cm to about 12x19 cm),
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because the screen carries every menu in first person and was
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squint-small at the old size. The attachment -- flush along the left
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controller -- is unchanged.
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- **Left stick click steps the VOXEL ladder.** In VR the click now makes
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exactly the step the "3" key (and the pad's SELECT) makes -- the same
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function, handed across, so the ladder walk, the FULL step-over and
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the TILT/GBC FX clearing can never drift from the key's. It used to
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toggle first/third person against a remembered return rung.
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- **The floating panel shows the same picture at every window size.**
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The GB-frame region used to be copied into the headset's panel
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pixel-for-pixel, and the panel's swapchain image has a fixed size --
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so a window scaled past it (fullscreen above all) ran the frame off
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the copy's edge and cut the START menu out of the panel. The region
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is now blitted OUT of the window and SCALED into the swapchain image
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at the frame's own aspect: identical picture, identical near-square
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ratio, whatever size or shape the window takes.
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- **Menus stay inside the GB frame while a headset is live.** The
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engine's new zoom-aware anchoring docks the START menu to the
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WINDOW's edge -- and both VR screens (the floating panel and the
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Pokédex) crop the window to the near-square GB frame, so a docked
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menu was cropped away with the border it hugged. While a headset is
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live the mod answers the engine's own "hold the anchors" predicate
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with yes, and every menu blits where it was drawn: the START menu's
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classic slot, flush with the frame's right edge, which is the right
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edge of everything the headset shows.
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- **The sky's dither is glued to the sky.** The gradient's bands were
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already read by true elevation, but the GBC checker between them kept
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SCREEN-cell parity -- so a head's pitch or roll slid the world-fixed
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band edges over a screen-fixed checkerboard and the whole gradient
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shimmered as the pattern recomputed. The ray path is now a computed
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SKYBOX: each pixel's ray lands in a cell of the sky's own angular
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grid (azimuth columns, elevation rows, sized to match the diorama's
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pixel grid on screen), and the band, the checker's parity and the
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twilight glow -- now measured by the angle to the sun's own direction
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-- are all answered from that cell's centre. The screen grid
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quantises nothing, so the picture behaves exactly like a
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nearest-filtered texture on a dome: its cells slide smoothly with the
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world, no motion of the head recomputes the pattern, and only the
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clock moves the sky.
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- **VR works from an installed release.** The OpenXR loader used to be
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looked for only against the working directory and the game's source --
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right for the dev tree, wrong for a release install, where importing
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@@ -46,8 +92,8 @@
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runtime's own UI. In both modes: **left stick** moves (through the
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engine's own stick path, so it grid-walks the diorama and free-walks
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1ST), **A/B** are A/B, **either trigger** is START, and **clicking
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the left stick** toggles first/third person (returning to the orbit
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rung you left). In the diorama: **right stick up/down** zooms the
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the left stick** steps the VOXEL angle ladder exactly as the "3"
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key does. In the diorama: **right stick up/down** zooms the
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model, and **squeezing a grip** while moving that hand up or down
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drags the whole table with it. No controller button leaves VR --
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both directions belong to the VR row alone, so no mid-fight click
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