Risk of Rain 2
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1.1.0
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Changelog

This package continues DrBibop's RoR2VRMod (MIT), whose own history ends at 2.9.2; its original changelog is kept in the source repository as CHANGELOG-original-DrBibop.md. Version numbers restart at 1.0.x for this package.

1.1.0

New

  • Rebindable VR controls. A new BINDINGS tab (next to the VR tab in Settings) lets you put every gameplay action on any button: plain presses, two-button combos (hold one button, press another), and separate tap / hold actions on the same button. Click a row, then press the button or combo you want. Prompts and wrist hints follow your bindings. Choices are stored in [Bindings] in VRMod.cfg; "Reset all bindings" restores the defaults.
  • Remote-operated drones (when you are dead in multiplayer and take over a drone): the left stick flies along where you look (forward/back) and strafes left/right, the right grip climbs and the left grip descends. The grips do not fire drone skills while flying.
  • New VR option "A: Jump when nothing to interact with" — A interacts as usual, and jumps when there is nothing in reach.
  • Wrist chat on the left watch is taller, so more chat history is visible, and new option "Wrist chat always visible" (on by default) stops it fading out.
  • Gamepad / third person: Auto Sprint now also works with a regular controller (Xbox etc.), and Y on the gamepad skips the intro cutscene.
  • Left-handed mode now shows the Seekers of the Storm, Alloyed Collective and Hallowed Concepts survivors as an exact mirror image of right-handed mode, and they aim with the left hand.
  • Item hints also work when pinging Bazaar and Crucible terminals. The key item wrist panel shows N'tormat's current page.

Changed

  • Default combos: the key item modifier moved from the left grip to X (hold skills such as Engineer's harpoons work again). X + B = use key item, X + right stick left/right = previous/next element, X + A = switch equipment set.
  • Enforcer: the shotgun is always in your dominant hand (right hand by default, left in left-handed mode) and the shield in the other, with the normal trigger/grip layout (dominant trigger = shotgun). The old "Enforcer: Mirror hands" option is gone. Shots and tracers come out of the shotgun, items attached to the shield only show while the shield is raised, and the hand/shotgun/shield positions are re-tuned.
  • The new survivors always aim with the dominant hand (right hand in right-handed mode, left hand in left-handed mode), whichever hand holds the weapon.
  • The Eclipse Lite proc flash is disabled in VR.

Fixed

  • Drone flight dove into the ground: pushing the stick forward always flew down. Sprint (and Auto Sprint) forces a drone downwards in the game's flight code; sprint is now off while flying.
  • Character select: after picking a survivor the loadout could not be selected or scrolled until you went back and picked again (the menu was left with nothing selected). Fixed.
  • Drone picker and item / Command pickers: the highlight kept jumping back to the first entry, mostly with a gamepad or in multiplayer. Fixed.
  • Wrist chat: no longer flickers or jumps to a random part of the chat history when you turn your wrist.
  • Projectiles that came from above your head now come out of your hand: Seeker's Spirit Punch (no more aiming low), False Son's Laser of the Father (now clearly visible from the hand), Engineer's Laser Cutter beams; Seeker's Palm Blast charge/flash is on the hand.
  • BINDINGS tab: stick directions are written out ("R stick left/right") instead of showing "?"; the VR and BINDINGS tabs scroll correctly to the selected row.

Known issues

  • Switching left/right-handed mode in the middle of a run can leave held weapons see-through or firing from the wrong spot — restart the run after switching.
  • When you join someone else's game as a client, skills that the host spawns for you (for example Seeker's Palm Blast) start at your character's head height instead of your hand.

1.0.6

Fixed

  • Playing with vanilla (unmodded) players works again on the October 2026 game build. The game now loads extra unused ("junk") characters and skills whenever any mod is installed, which made a modded game's character tables differ from a vanilla player's: vanilla players saw you under the Ready button, got stuck in the escape pod, and the log filled with "malformed packet" errors. The mod now loads content exactly the way the vanilla game does. This affected every modded player on this build, not only this mod, and is fixed whenever this mod is installed.

Changed

  • Controls section of the README covers key items, the Vive/WMR wand layout, Steam Frame and the Enforcer button swap.

1.0.5

New

  • Updated for the October 2026 game update (Hallowed Concepts): rebuilt against the new game code, HUD, wrist panels, scoreboard and character select work again, and the bundled OpenXR/Input System libraries no longer spam errors.
  • VR hands for the new survivors Enforcer and Acolyte, built from the characters' own arms, with their held weapons. Enforcer's shield only appears while you are shielding.
  • Enforcer: triggers and grips are swapped left/right (shotgun on the left, shield on the right). New setting [Survivor Settings] Enforcer: Shield opacity (0-100 %, 0 = invisible), also in the in-game VR settings.
  • Transformations: Acolyte's Reaper form and the Shrine of Compulsion Lemurian get their own hands and a first-person view scaled to the form's size, using the game's own camera height.
  • Key items: hold the left grip and press A to use the key item; hold the left grip and flick the right stick left/right to change element. A wrist panel shows the key item and what the buttons do.
  • Y button: tap for the pause menu, hold for the scoreboard.
  • HTC Vive and original Windows Mixed Reality wand controls (DrBibop's SteamVR layout: right pad up = jump, right pad down = interact), including the VR keyboard on trackpad wands.
  • Steam Frame controller support.
  • All runtime hand, aim and weapon positions for Seekers of the Storm, Alloyed Collective and Hallowed Concepts survivors are tuned and built in.

Fixed

  • Eclipse, Simulacrum, Prismatic Trials and Scavenger Bingo menus showed only the background in VR; their buttons are visible and usable again.
  • Character select: the left trigger switches to the survivor grid again after the game update; the sprint icon is found again in the new HUD.
  • The intro "skip" prompt is moved into view instead of being cut off at the edge.
  • Key item button prompts no longer show as "unmapped".
  • A temporary body (Shrine of Compulsion polymorph) no longer bakes the whole creature onto your controllers.
  • A recurring hitch while playing, caused by the config file being re-read too often.
  • Changing a VR setting in the in-run pause menu could leave the character unable to move afterwards: the stick could carry the menu selection onto a HUD control (the key item slot), and a selected control keeps the game in menu mode. HUD controls are no longer reachable by stick navigation, and a leftover selection is cleared when the menu closes.

Changed

  • The per-character hand, aim and weapon settings and the RuntimeHands (experimental) section are removed from VRMod.cfg; their values are built into the mod and players can no longer adjust them. Old entries are cleaned out of existing config files automatically.
  • Dependencies: BepInExPack 5.4.2122 (which installs RoR2BepInExPack, FixPluginTypesSerialization and BepInEx GUI) and HookGenPatcher.

Known issue

  • The loading screen can wait at 0 % for about 20 seconds on the current game build. This is caused by the FixPluginTypesSerialization dependency and also happens with this mod disabled.

1.0.4

New

  • VR keyboard: press A on any text box in the multiplayer menus (game browser search and filters, host name, password, tags, and the password box on a game's info panel) to type with the controllers. Left stick moves, A types, X backspace, Y space, B closes, DONE confirms. Setting: [VR Settings] VR keyboard.
  • Chat from the controllers: click the left stick on the character select screen, or in a run while paused, to type a chat message; B or DONE sends it, B with nothing typed closes. The menu highlight is restored afterwards and the closing press never reaches the lobby. Setting: [VR Settings] VR chat (left stick click).
  • Bright amber selection frame around the currently selected menu control ([VR Settings] Menu selection frame).
  • [VR Settings] Hidden item displays: hides chosen items' 3D models on your own character in VR (default: Kinetic Dampener).
  • Per-survivor forearm switch for the runtime hands (<Body>_Forearm; off for False Son, replaces the old global "Include forearm").
  • Runtime hand, aim and weapon offsets in the config are re-read within 3 seconds of saving the file while in game (no restart, no Debug mode needed).
  • Retuned aim/laser defaults for Seeker, Chef, Operator and Drifter, and False Son's club offset.

Fixed

  • Highlight chests: the glow now goes out when a chest, money pod or multishop terminal is used up by any player (host or client), including the other two terminals of a tri-shop; money pods are highlighted too.
  • Auto Sprint no longer interrupts skills that keep playing after the button is released (Bandit's Lights Out wind-up and similar); it waits for the weapon states to go idle.
  • Multiplayer menus are fully navigable with the stick: the server browser's filter column is shown in VR and reachable, right/left crosses between the filters and the game list, the Host screen's lobby panel (Invite / Copy / Leave) is reachable, and the highlight never disappears after a refresh or panel change.
  • Character select: up/down on the rules panel passes through the Expansions and Artifacts headers, so their pickers can be opened without pushing left.
  • Kinetic Dampener display no longer reappears after a stage change.
  • False Son's forearms are no longer baked into his VR hands.
  • Obsolete settings (Include forearm, *_IncludeForearm, Intro cutscene seated height) are removed from the config file automatically.
  • Menu glyph lookup at the title screen no longer throws a NullReference, and the Ready prompt (X) on the character select screen no longer disappears in multiplayer.
  • Game info panel: its password box and details are reachable and typable.
  • Health bar repositioning no longer spams NullReference errors in multiplayer when a body has no model yet.

1.0.3

  • README: revised install steps (r2modman profile code for dependencies, then Import local mod), controls and VR settings sections; Thunderstore page text now matches the GitHub README.

1.0.2

  • README rewritten with step-by-step r2modman instructions (code for the dependencies, then Import local mod).
  • Source repository made public.

1.0.1 — first public release

(1.0.0 was consumed by a failed upload and was never published.)

Runs on the current game

  • Ported to the game's current Unity engine and rebuilt on OpenXR (SteamVR, Meta/Oculus PC, Virtual Desktop VDXR and Windows Mixed Reality runtimes). Controller profiles for Oculus/Quest Touch, Touch Pro, Valve Index, HTC Vive, HP Reverb G2, WMR and the generic KHR profile.
  • Seated (device) tracking origin with eye-level camera; right stick click recenters anywhere, including menus.
  • Clean OpenXR shutdown on exit.

Survivors

  • VR hands for the Seekers of the Storm and Alloyed Collective survivors (Seeker, Chef, False Son, Drifter, Operator) generated at runtime from the character model, posed from the bind pose so item pickups no longer bend them.
  • Operator: gun attached to the left hand with tunable offsets; the docked drone leaves the right claw when thrown and returns when the skill is ready.
  • Per-hand position and rotation offsets for every survivor in the config, shipped with in-headset tuned defaults.

Menus and HUD

  • Every menu is navigated like a gamepad and every prompt shows the real button (A confirm, B back, triggers page left/right, grips switch settings tabs, Y pause).
  • Seeker's lotus and meditation mini-game sit above the health bar (heights configurable).
  • End-of-run report readable in VR, with configurable width and text size; left/right triggers page through players.
  • Confirmation dialogs draw in front of the pause menu; pause menu draws in front of the report.
  • Equipment slot icon, countdown and stock (including MUL-T's second slot) and the item strip initialise correctly on the hand HUD.
  • Pickup notifications use the game's own duration.
  • "Game window not focused" warning restored.

Intro cutscene

  • Typed story text renders in the headset; seated height during the cutscene is configurable; the Skip prompt is visible from the start and only Y skips.
  • Splash logo no longer drawn twice.

Settings

  • VR tab in the game's settings: Auto Sprint, controller aim pitch, intro camera yaw, left dominant hand, snap turn, first person, HUD options.
  • Config file: BepInEx/config/com.DrBibop.VRMod.cfg (plugin ID unchanged so mods depending on the VR mod keep working).
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