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3b - Backpack, shoulder socket and hip holsters on XRI - #430
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…all on the left shoulder, a hand grabs it off (InvOpen), slots show the current category/page, items go in/out with inventory count and save-game vob list, letting go returns it to the shoulder (InvClose) and its slots can't be used there; two hip holsters and a right shoulder holster keep items (rings show only while hovered) and stay in place while teleporting. New "BackPack XRI.prefab" (copy without HVR parts, VR Socket Slots, VrSocketLink, one-hand-only GothicGrabInteractable) and Shoulders/Waist anchors on the XRI rig (VrBodyAnchor: head position and yaw, not pitch - replaces HeadRelativeInventory/HVRPlayerWaist); VrSocketSlot can hold one linked interactable without VobLoader; socketed items get no Rigidbody interpolation (they stayed behind moving slots); VRBackpack ignores only the slot events of the items it re-stacks itself (instead of _tempIgnoreSocketing) and refills silently (HVR phase 3b). No player-visible change on the default Hvr backend. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Description
Phase 3b: backpack, shoulder socket and hip holsters on the Xri backend (needs 3a).
BackPack XRI.prefab(slots as children, switched off while on the shoulder; returns to the shoulder when released). The HVR backpack prefab is untouched.Shoulders(backpack on the left, item holster on the right) andWaist/Holsters(two hip holsters) following the head's yaw, not its pitch (VrBodyAnchor).VRBackpackrefresh no longer uses_tempIgnoreSocketing; it ignores only the events of items it moves itself and refills silently. This runs on Hvr too.GOTHIC_HVR_INSTALLEDagain (verified).To test
inv_closesound.Test on (delete if irrelevant)
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