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Merge remote-tracking branch 'origin/main' into fix/input-action-origins-binding-info#320

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nokichan:fix/input-action-origins-binding-info
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Merge remote-tracking branch 'origin/main' into fix/input-action-origins-binding-info#320
nokichan wants to merge 23 commits into
Supreeeme:mainfrom
nokichan:fix/input-action-origins-binding-info

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@nokichan

@nokichan nokichan commented Mar 5, 2026

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This PR solves the #162 issue

@nokichan nokichan marked this pull request as draft March 5, 2026 18:27
@nokichan nokichan force-pushed the fix/input-action-origins-binding-info branch 2 times, most recently from 8db1695 to b5aabb1 Compare March 5, 2026 19:17
@nokichan nokichan force-pushed the fix/input-action-origins-binding-info branch from b5aabb1 to dd87c9c Compare March 5, 2026 19:51
@nokichan nokichan marked this pull request as ready for review March 5, 2026 20:33
@Abyss-c0re

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I've tried to test, but seems like NMS is not launching in VR mode again :(

@nokichan

nokichan commented Mar 7, 2026

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I've tried to test, but seems like NMS is not launching in VR mode again :(

Not sure if this could help, but in the General Options of No Man's Sky on Steam I've added these options:
PROTON_ENABLE_NVAPI=1 DXVK_ASYNC=1 %command% -HmdEnable 1

And to tackle this VR problem I think that is related with the Proton version. I've changed the Proton version in the compatibility tab to the Proton-CachyOS one

@Abyss-c0re

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I've tried to test, but seems like NMS is not launching in VR mode again :(

Not sure if this could help, but in the General Options of No Man's Sky on Steam I've added these options: PROTON_ENABLE_NVAPI=1 DXVK_ASYNC=1 %command% -HmdEnable 1

And to tackle this VR problem I think that is related with the Proton version. I've changed the Proton version in the compatibility tab to the Proton-CachyOS one

Thanks to reply. My nms broke after I switch to CachyOS. Some time I go it was fixed with nightly xrizer and experimental branch, but seems like some update broke it again.

My current launch options are following.

PRESSURE_VESSEL_IMPORT_OPENXR_1_RUNTIMES=1 PRESSURE_VESSEL_FILESYSTEMS_RW=/var/lib/flatpak/app/io.github.wivrn.wivrn VR_OVERRIDE=$HOME/Games/xrizer_fixed/target/release PROTON_ENABLE_NVAPI=1 DXVK_ASYNC=1 %command% -HmdEnable 1

@nokichan

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I've tried to test, but seems like NMS is not launching in VR mode again :(

Not sure if this could help, but in the General Options of No Man's Sky on Steam I've added these options: PROTON_ENABLE_NVAPI=1 DXVK_ASYNC=1 %command% -HmdEnable 1
And to tackle this VR problem I think that is related with the Proton version. I've changed the Proton version in the compatibility tab to the Proton-CachyOS one

Thanks to reply. My nms broke after I switch to CachyOS. Some time I go it was fixed with nightly xrizer and experimental branch, but seems like some update broke it again.

My current launch options are following.

PRESSURE_VESSEL_IMPORT_OPENXR_1_RUNTIMES=1 PRESSURE_VESSEL_FILESYSTEMS_RW=/var/lib/flatpak/app/io.github.wivrn.wivrn VR_OVERRIDE=$HOME/Games/xrizer_fixed/target/release PROTON_ENABLE_NVAPI=1 DXVK_ASYNC=1 %command% -HmdEnable 1

As you are using flatpak, honestly no idea how it handles flatpak with a compiled version outside flatpak of this xrizer module, I have steam, xrizer and Wivrn installed "directly", no flatpak around.

Did you think about permissions in the involved flatpak packages that are you using to try to run the game?

@Abyss-c0re

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Alright , today NMS randomly started, I guess another experimental NMS update fixed it, however I still see ⚠️ everywhere instead of controller glyphs.

For the sake of experiment I replaced the flatpak WinVRn version with the one from Arch repo , but it didn't change anything. I am pretty sure it uses build from your PR , as I don't have any other instances of xrizer installed (wivrn even issued a warning about it)

@Supreeeme

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I'm currently working on a refactor of the way input profiles work, I'm going to wait to review this until that is done.

@pulsipd

pulsipd commented Mar 16, 2026

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I cherry picked these PR implementation commits and rebuilt the library and ran NSM with proper glyphs as expected. I was previously having the missing glyph issue on main. Looks good to me, but I did have to tweak his input.rs sytax on a couple of lines to get it building.

@nokichan

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I cherry picked these PR implementation commits and rebuilt the library and ran NSM with proper glyphs as expected. I was previously having the missing glyph issue on main. Looks good to me, but I did have to tweak his input.rs sytax on a couple of lines to get it building.

Thanks for your reply and testing!

Which tweaks did you do to fix it? Maybe I can implement this tweaks to make it work to everyone

@pulsipd

pulsipd commented Mar 19, 2026

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Here is my patch that got their PR to build for me (see attached)-
skeleton-pattern-fix.patch

@pulsipd

pulsipd commented Mar 19, 2026

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I cherry picked these PR implementation commits and rebuilt the library and ran NSM with proper glyphs as expected. I was previously having the missing glyph issue on main. Looks good to me, but I did have to tweak his input.rs sytax on a couple of lines to get it building.

Thanks for your reply and testing!

Which tweaks did you do to fix it? Maybe I can implement this tweaks to make it work to everyone

I just want to say thanks for your work on this project, because of this library I was able to pull the trigger and finally move off of windows completely.

@Abyss-c0re

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**pulsipd **
Works for me now, thanks for the path. I synced with the main.

https://github.com/Abyss-c0re/xrizer

@nokichan , Would you like to update your PR, or should I do the honors?

@nokichan

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I've updated the suggested changes and tested, I see that it works properly. Thanks @pulsipd @Abyss-c0re !

@Abyss-c0re

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I've updated the suggested changes and tested, I see that it works properly. Thanks @pulsipd @Abyss-c0re !

Thank you as well, I now can now enjoy nms at a higher resolution without compromises!

@AntiApple4life

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I was able to get it fully working on no man's sky without issue, but this pr still doesn't work for vrchat:
image

@nokichan

nokichan commented Apr 2, 2026

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I was able to get it fully working on no man's sky without issue, but this pr still doesn't work for vrchat

Hi @AntiApple4life, I didn't create this PR testing VRChat, but after the merge I can try to install it in my machine and take a look

@pedro-moser

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Tested on Quest 3 + WiVRn with No Man's Sky (64-bit, Proton). This PR fixes the missing controller glyph issue tracked in #339 — glyphs render correctly after building this branch. No regressions observed so far in basic gameplay/menu interaction. +1 for merging.

@Supreeeme

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Input profile refactor is now done.

review added 6 commits May 13, 2026 09:50
… error handling

- Split misc_unknown.rs into alyx.rs (Alyx interfaces) and legacy.rs (legacy game stubs)
- Add legacy interfaces: IVRChaperoneSetup_005, IVRExtendedDisplay_001, IVRTrackedCamera_003, IVRResources_001, IVRDriverManager_001
- Return proper EVRInitError codes in GetGenericInterface instead of panicking on uninitialized access
…igins-binding-info

# Conflicts:
#	src/input.rs
#	src/input/action_manifest.rs
#	src/input/action_manifest/context.rs
#	src/input/profiles/simple_controller.rs
…s, and safety improvements

- Add per_profile_input_paths to ManifestLoadedActions so GetActionBindingInfo
  and GetActionOrigins can resolve input paths for bound actions
- Fix add_custom_binding: remove dead input_path param (all callers passed NULL)
- Populate input_paths_out in try_suggest_binding so non-custom bindings
  appear in GetActionBindingInfo results
- Fix GetOriginTrackedDeviceInfo: replace assert_eq/unwrap with graceful
  handling (warn on size mismatch, null pointer check, normalize_component)
- Replace panic!/assert! on user-provided manifest data with warn!+continue
- Replace todo!() in rendermodels.rs with safe stubs
- Fix Manifest(Box::new(loaded)) boxing and haptic_action type
…log noise

- Add translate_path for Oculus Touch: Trackpad→Thumbstick,
  Squeeze/Click→Squeeze/Value, Trigger/Click→Trigger/Value
  (OpenXR runtime rejects unsupported paths with ERROR_PATH_UNSUPPORTED)
- Restore two-step binding suggestion: suggest base bindings first,
  then combined; fall back to individual suggestions if combined fails
- Convert per_profile_input_paths from HashMap<String,..> to
  SecondaryMap<ActionKey,..> matching working xrizer
- Remove related_action_paths(), use related_action_keys() directly
- Add IVRInput_011 and IVRSystem_026 support
- Add eye tracking stubs (warn_unimplemented! not todo!())
- Replace all todo!() panics in input.rs with safe stubs
- Port full rendermodels.rs from working xrizer
- Add input_profile_path to ProfileProperties and device properties
- Demote repetitive binding-path warnings to debug level to reduce
  log noise (invalid path, dpad, skeleton, haptic, pose warnings)
@nokichan

nokichan commented Jun 2, 2026

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@Supreeeme I did quite a lot of changes, but to make it work I didn't know how to do it briefly. There are some messages that I've changed to debug type to avoid a message log flood (I'm happy to change it back if you consider!)

Now with your refactor it works on my local machine with this specs:

Ryzen 5800X3D
32GB of RAM
RTX 3070

Arch linux based OS with Gnome + Wayland

review and others added 7 commits June 2, 2026 17:35
- Revert GetRenderModelOriginalPath, GetRenderModelThumbnailURL,
  FreeTextureD3D11, LoadIntoTextureD3D11_Async, LoadTextureD3D11_Async
  back to todo!() (stubs that add no value over todo!())
- Revert warn/info→debug log-level changes in find_action,
  'Ignoring bindings', and 'Action set missing'
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6 participants