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Track changes from dev in vr-support - #5

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cmpayc wants to merge 39 commits into
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@cmpayc cmpayc commented Sep 11, 2026

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This PR is used to review and track differences between vr-support branch and dev. The branches are maintained independently, so the goal is to identify and control changes rather than fully synchronize them.

cmpayc and others added 30 commits August 3, 2026 14:02
* SSE 1.7.99 and SKSE changes (tiltedphoques#885)

* Fix address library loading for v5

1.7.99 AL uses v5 packing in the .bin's

* Fix CEG decryption - newest exe has a slightly different DRM header

* Update game structs to support SSE 1.7.99

* Fix SKSE 2.2.7+ startup initialization

Latest SKSE should now load without assertion error

* Add "Hide password" checkbox to the main connect dialog (tiltedphoques#873)

* connect: add local hide-password toggle and checkbox

* connect: left-align hide password checkbox with save password

* fix: align save-password and hide-password side by side

* fix: make checkbox-row width auto to avoid clipping hide-password

* fix: align save-password left and hide-password right in connect

* fix: restore balanced brackets in connect.component.scss

* fix: prevent checkbox text wrapping and fix checkbox-row width

* fix: prevent checkbox input from stretching under global width:100%

* fix: normalize SCSS comments and harden checkbox visibility rules

* fix: align save-password and hide-password side by side on connect form

* fix: prevent checkbox label wrapping via label selector only

* fix: equal-width split checkbox row with left/right alignment

* Fix styling and positioning

* Prevent party auto-join when bAnnounceServer is true to prevent public server trolling (tiltedphoques#874)

* server: prevent auto-join when bAnnounceServer is true

* Compile fix

* server: clarify bAnnounceServer guard comment

* server: guard OnPlayerJoin auto-join with bAnnounceServer

* Move stuff to GameServer.h/.cpp, simplify code

* SkyrimTogetherQuestPatches.esp: patch Companions C02 "Brotherhood" (induction) so member does not hang (tiltedphoques#855)

* Patch Companions C02 "Brotherhood" (induction) so member does not hang

Patches the single Scene in the quest to fix the hang if a member (not Leader) steps on the ceremony hotspot. The fix is innocuous to the standard game.

It was an obscure bug. There's a hidden (not in the the quest log, a bit of an easter egg) objective to speak to the QuestGiver (Vilkas) before going to the ceremony.

IF the Leader does not talk to Vilkas
AND the member steps on the ceremony hotspot
AND the Leader does not stop on the hotspot

Scene would hang, so the quest would hang with player controls frozen.
The reason is the scene required Vilkas to be present. The hidden objective makes him be present. If the Leader triggered the ceremony (or joins it), Vilkas is told to run to the ceremony.

If Member triggered it, well, Vilkas did nothing because he's controlled by Leader.

Isn't this fun? Anyway, fixed it by only requiring always-present NPCs to speak their last line.

Separate topic: I made this as a separte ESL-flagged ESP. I think now that ESLs exist and are cheap, not burning slots, it makes more senses to keep patches separate rather than bundling them all into one ESP and losing context of what is changing what.

But that's debatable, so if there are strong arguments to merge every patch into one .ESP glob, let's hear them.

* Rename, update i18n, add the .esp to default modlist check

---------

Co-authored-by: Daniil Zakharov <miredirex@gmail.com>

* CI: create GitHub Release, multi-platform build, fix linux workflow (tiltedphoques#842)

* Fix tabulation

* Fix linux ci

* migrate package prepare from playable-build

* Adding release and re-upload artifact logic

* fix job name

* cleanup junk step

* fix re-upload arifact step

* fix

* Fix re-upload logic

* Fix release job

* version in filename artifact

* Fix re-upload zip step

* filename 😕

* directory 😐

* Remove pre-release branch

* Enforce master branch check for tag releases

* Clean-up outdate comment

* Remove outdate fallback

* Use GH cli

* Fallback for testing on fork and checkout step on release

* Clean up fallback on fork x2

* No crashpad

* Improve CI architecture

* --plat=windows

* 2 artifacts, bump xmake

* tiltedcore 0.2.9

---------

Co-authored-by: Daniil <miredirex@gmail.com>

* Revert "Slow effect is player-specific, should not sync. (tiltedphoques#856)" (tiltedphoques#886)

This reverts commit 912c3d6.

* Fix a bug where camera sometimes gets stuck after a respawn (by using steady-clock instead of delta-time in the player respawn logic)

This usually happens when the game is stuttering during respawn. Closes tiltedphoques#878

* Respawn overrides system for interior cells deemed problematic to die in (tiltedphoques#875)

* client: refactor respawn overrides into RespawnOverrides helper

* client: call RespawnOverrides::GetRespawnPos before COC fallback

* client: document respawn override fallback comment in PlayerCharacter.cpp

* client: fix Primitives.h include path in RespawnOverrides.cpp

* client: update includes, alphabetize respawn overrides, add cell entries

* client: fix const qualifier on GetRespawnPos

* client: add tested interior respawn overrides for HaltedStream, Korvanjund, Stillborn

* client: add debug logging for IsBleedingOut and knockdownStart after respawn

* client: extend respawn debug log to 2s with normal-path early cancel

* client: cancel debug log when normal knockdown path clears it

* client: respawn debug: 3s timer, edge-case fallback, godmode stop log

* client: respawn debug: 3s timer, edge-case re-arm fallback, knock timer reuse

* client: respawn debug: comment tweak, restore deleted line

* cleanup of logging

* Refactor respawn overrides into configurable lookup table and client side .ini

* Fix respawn override cell lookup const mismatch

* Use full STR config path for RespawnOverrides

* Update Korvanjund02 respawn position

* Remove extra knockdown code because 2e52a70 has fixed it

* Simplify a bunch (mostly INI parsing and creation)

* fix: restore launch of vr version

---------

Co-authored-by: Daniil <miredirex@gmail.com>
Co-authored-by: openclaws <41108781+absol89@users.noreply.github.com>
Co-authored-by: Rich Fortier <rfortier@ourchateau.net>
Co-authored-by: BH|Pino <llerafel@users.noreply.github.com>
cmpayc and others added 9 commits September 11, 2026 11:44
…#9)

* fix: keep VRIK configuration local and VR message boxes usable

* fix: restore Games/TES.h include in MagicService

The previous commit dropped the include, but OnNotifyAddTarget still
resolves SkyrimTogether.esp through ModManager, which TES.h declares.
Windows build failed with C2065/C2653 at MagicService.cpp:710.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MKuYCdqh6YxopLZs1hDzFE

* refactor: keep the spell-sync exclusions under TP_SKYRIMVR

Every new check in MagicService and the whole SpellSyncExclusions
implementation now sit under #if TP_SKYRIMVR, and the original SSE
placement of GenerateMagicCasters/SetDualCasting is restored under
#if !TP_SKYRIMVR, so the Special Edition logic is unchanged. The
MessageBoxMenu allow-list entry was already guarded.

Verified locally: releasedbg client builds with --vr=y and without it.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MKuYCdqh6YxopLZs1hDzFE

* fix: keep VR message boxes visible without pausing the game

Restore MessageBoxMenu to kAllowList so message boxes no longer pause the
game for every player, and on Skyrim VR set kUpdateUsesCursor whenever
UnfreezeMenu clears kPausesGame. The VR engine only shows its menu panel
(PlayerCharacter's UINode) while a menu pauses the game or carries that
flag; MessageBoxMenu and Console lack it natively, which is why they opened
invisibly once unfrozen. Requested by the maintainer on PR #9.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01ES865TQ77gkxLoztVWGjes

---------

Co-authored-by: Claude Fable 5.1 <noreply@anthropic.com>
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