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Remove Diversity compat and fix resolution setting
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DaXcess committed Dec 26, 2024
1 parent f66306c commit 9516de9
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Showing 5 changed files with 4 additions and 37 deletions.
1 change: 0 additions & 1 deletion Source/Compat.cs
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,6 @@ namespace LCVR;
public static class Compat
{
public const string MoreCompany = "me.swipez.melonloader.morecompany";
public const string Diversity = "Chaos.Diversity";
public const string CullFactory = "com.fumiko.CullFactory";

public static bool IsLoaded(string modId)
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32 changes: 0 additions & 32 deletions Source/Compatibility/Diversity/Patches.cs

This file was deleted.

2 changes: 1 addition & 1 deletion Source/Config.cs
Original file line number Diff line number Diff line change
Expand Up @@ -21,7 +21,7 @@ public class Config(string assemblyPath, ConfigFile file)
public ConfigEntry<bool> EnableOcclusionMesh { get; } = file.Bind("Performance", "EnableOcclusionMesh", true, "The occlusion mesh will cause the game to stop rendering pixels outside of the lens views, which increases performance.");
public ConfigEntry<bool> EnableDynamicResolution { get; } = file.Bind("Performance", "EnableDynamicResolution", false, "Whether or not dynamic resolution should be enabled. Required for most of these settings to have an effect.");
public ConfigEntry<DynamicResUpscaleFilter> DynamicResolutionUpscaleFilter { get; } = file.Bind("Performance", "DynamicResolutionUpscaleFilter", DynamicResUpscaleFilter.EdgeAdaptiveScalingUpres, new ConfigDescription("The filter/algorithm that will be used to perform dynamic resolution upscaling. Defaulted to FSR (Edge Adaptive Scaling).", new AcceptableValueEnum<DynamicResUpscaleFilter>()));
public ConfigEntry<float> DynamicResolutionPercentage { get; } = file.Bind("Performance", "DynamicResolutionPercentage", 80f, new ConfigDescription("The percentage of resolution to scale the game down to. The lower the value, the harder the upscale filter has to work which will result in quality loss.", new AcceptableValueRange<float>(0, 100)));
public ConfigEntry<float> DynamicResolutionPercentage { get; } = file.Bind("Performance", "DynamicResolutionPercentage", 80f, new ConfigDescription("The percentage of resolution to scale the game down to. The lower the value, the harder the upscale filter has to work which will result in quality loss.", new AcceptableValueRange<float>(10, 100)));
public ConfigEntry<float> CameraResolution { get; } = file.Bind("Performance", "CameraResolution", 0.75f, new ConfigDescription("This setting configures the resolution scale of the game, lower values are more performant, but will make the game look worse. From around 0.8 the difference is negligible (on a Quest 2, with dynamic resolution disabled).", new AcceptableValueRange<float>(0.05f, 1.5f)));
public ConfigEntry<bool> DisableVolumetrics { get; } = file.Bind("Performance", "DisableVolumetrics", false, "Disables volumetrics in the game, which significantly improves performance, but removes all fog and may be considered cheating.");

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4 changes: 2 additions & 2 deletions Source/OpenXR.cs
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Expand Up @@ -248,7 +248,7 @@ public static bool InitializeXR()
// On failure, revert back to pre 1.2.4 behavior (Default runtime or the one specified by the config)
return InitializeXR(string.IsNullOrEmpty(Plugin.Config.OpenXRRuntimeFile.Value)
? null
: new Runtime()
: new Runtime
{
Name = "LCVR OpenXR Override",
Path = Plugin.Config.OpenXRRuntimeFile.Value
Expand All @@ -261,7 +261,7 @@ public static bool InitializeXR()

if (InitializeXR(rtFound
? rt
: new Runtime()
: new Runtime
{
Name = "LCVR OpenXR Override",
Path = Plugin.Config.OpenXRRuntimeFile.Value
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2 changes: 1 addition & 1 deletion Source/Patches/Items/FlashlightItemPatches.cs
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Expand Up @@ -28,7 +28,7 @@ private static void SwitchFlashlightPatch(FlashlightItem __instance, bool on)
}

/// <summary>
/// Make sure to enable to "body" flashlight beam if a VR player pockets their flashlight while it's still active
/// Make sure to enable the "helmet" flashlight beam if a VR player pockets their flashlight while it's still active
/// </summary>
[HarmonyPatch(typeof(FlashlightItem), nameof(FlashlightItem.PocketFlashlightClientRpc))]
[HarmonyPostfix]
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