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Hygiene sweep: dead code, stale config, unread flags - #178
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setScale now does what its comment and the shipped INI say: fVrScale is applied to the game only when the flag is true. The flag was read nowhere, so it was always applied; the member's initialiser is true now too, matching the INI read default and data/config/FRIK.ini. A left-handed player whose weapon has no left-handed offsets gets the right-handed ones instead of none, so switching handedness no longer reads as every weapon losing its position. Physical Pip-Boy button haptics fire on the hand that touches the Pip-Boy, which is the left hand in the right-arm configuration. The geometry hide pass re-shows only the geometries FRIK hid, instead of every geometry in the array, so another mod's hidden geometry stays hidden. Dead code removed: the commented-out gun reload feature, the unused renderer and patch-offset helpers in the hooks, and a stray log line in smooth movement. The subsystem-map row for src/reload/ goes with it, in CLAUDE.md and its AGENTS.md twin, and the migration record that names those files as deliberately preserved now says it describes the migration rather than the current tree.
…iles The compatibility list named True Scopes, BetterScopesVR, Fallout London VR and Immersive Flashlight VR but not ROCK, although 0.79 and 0.79.1 both shipped API work specifically for it. The grip and carry entries it uses are v2.3 and the lens placement is v2.4, so the row names both rather than crediting the whole integration to one. .gitignore covered build_output.txt but not the _release and _tests variants the build actually writes, and four per-machine leftovers showed as untracked in every status: a stray openvr_api.lib (the build uses the framework's vendored SDK and never references this one), an old hand-written changelog.txt and frik.list.txt, and a .codex config directory. A clean status is what makes an accidental 'git add -A' harmless.
… instead of using it as is Found in game: a left-handed Alien Blaster, which ships right-handed offsets only, was held upside down. The fallback added earlier in this branch applied the right-handed transform to the left hand unchanged. Every shipped right/left weapon pair differs by a half turn about the barrel and a flipped z: as is, the 32 pairs are 180 degrees off their left entry; mirrored, the median is 1.4 degrees. The fallback is now that mirror, and for the weapon offset only. The hand-pose modes (primHand) have no such relation between their pairs - neither as is nor mirrored comes close - so they keep falling back to none, as before this branch.
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Closes #169. Dead code, stale config and unread flags, plus two repo tidy-ups. Three items change behaviour on purpose; they are marked below.
What
setScalenow does what its comment and the shipped INI say:fVrScaleis applied to the game only when it is true. It was read and then ignored, sofVrScalewas always applied. The shipped INI already hassetScale = true, and the code default is now true to match, so only a player who set it to false sees a change. Behaviour change.src/reload/and its hooks), the unused renderer and patch-offset helpers inGameHooks.cpp, and the "shouldn't be here!" log line in smooth movement. Thesrc/reload/row leaves the subsystem map inCLAUDE.md/AGENTS.md..gitignore: thebuild_output_*.txtvariants the build writes, and four per-machine leftovers (openvr/,changelog.txt,frik.list.txt,.codex/).No change needed:
PlayerHeightorhideHead, so there is nothing to save. The load/save asymmetry is revisited with calibration._pipboyEnabledis honoured insidePipboy::onFrameUpdate(since the subsystem-disable API in 6f0e609). It returns early after the flashlight and the power-armor fix-up, which must keep running while the Pip-Boy is disabled. Gating the whole Pip-Boy update in the frame flow, as the issue suggested, would have turned the flashlight off with it.Testing
Release build is clean with no warnings, and
ctestpasses all 71 test cases (FRIK's and the framework's), built against the pinned framework submodule as CI does.In-game checks for this PR:
setScale = falseleaves the game'sfVrScale:VRalone (FRIK.log says so); a left-handed player sees right-handed weapon offsets where no left-handed ones are saved; left-handed Pip-Boy buttons buzz the touching hand; a geometry hidden by another mod stays hidden.In game (2026-10-13, all five open PRs merged into one build, headset sitting)
setScale = false(as a session override) left the game'sfVrScale:VRalone;trueapplied it.HasWeaponOffset:true. But it was held upside down, which led to the fix below.Fix after the sitting: bf1e3a2
The fallback applied the right-handed transform to the left hand unchanged. Every shipped right/left weapon pair differs by a half turn about the barrel and a flipped z: as is, the 32 pairs are 180 degrees off their left entry; mirrored, the median is 1.4 degrees.
The fallback is now that mirror, for the weapon offset only. The hand-pose (
primHand) pairs have no such relation, so they keep falling back to none, as before.Rebased onto main after #177, #179 and #180. The build is clean and all 73 test cases pass.
Still to do: an in-game look at a left-handed Alien Blaster.