OpenVR2Key Versions Save

Simulates key presses from SteamVR input

v0.61

1 year ago

A fix for the previous experimental build, forgot to add the new tracker roles to actually be included in input handle acquisition.

Again, report any issues with this specific release in #32

v0.60

1 year ago

Experimental pre-release build made in response to #32

Please report any issues with this build to that thread.

Note: All Vive Tracker bindings now have the same key bound, this as the amount of roles outnumber the current amount of slots available for trackers. Rebind at your leisure.

v0.59

1 year ago

This is a potential fix for not properly matching config names when there are non-letter symbols in the app key. #27 #28

v0.58

1 year ago

I thought 8 chords would be enough, apparently not. I've upped both chords and trackers to 16 slots.

Pre-release as there has only been a minimum amount of testing as of yet.

v0.57

2 years ago

The Active keys label now has a warning state for when the SteamVR dashboard is visible, which blocks input for this application and will prevent assigned keys from being triggered. It will display Blocked with an explanatory tooltip.

Also fixed a few mistakes in the Oculus Touch bindings, I'm still not sure if these work tough as I've been contacted regarding Rift S not working with this application, and I don't have a Rift S to test with.

v0.55

3 years ago

I've added eight new actions, T1-8, meant for Tracker-specific bindings. Included are power-button bindings for chest, waist, elbows, knees and feet. This because they are the supported tracker mounting points for apps such as NeosVR and LIV.

v0.54

3 years ago

Apparently chords can switch which controller they are assigned to during the same on/off input cycle. This has caused a lot of problems for me personally for when I've happened to release the buttons in such an order the chord was never deactivated, this would leave me with a constantly pressed key combination. The issue should now be fixed as chords are no longer filtered like other inputs.

v0.53

3 years ago

If the application has not been used before, meaning the application manifest has not been added to SteamVR in appconfig.json yet, it will also attempt to register the application to automatically launch with SteamVR.

v0.51

3 years ago

This version should have default bindings for Oculus Touch and Vive Controllers, those are the ones I had possibility to test or get tested for me. For more default bindings I'd need some people with the actual hardware to test for me.

v0.50

3 years ago

I've added untested support for Vive Controllers, Oculus Touch and Windows Mixed Reality Controllers.

This is a pre-release as I would need someone else to test if these bindings actually work, and if they make sense. If you run any of these systems and test this release, report your success or lack thereof in this issue: #8