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- Left thumbstick snap-turns, right thumbstick smooth-moves, letting the
player line themselves up with the fixed game quad ("virtual screen")
without needing physical room-scale space to do it in. Implemented via
a second OpenXR reference space (a "play space") derived from the real
LOCAL space by the inverse of the player's transform, so every existing
quad/hit-testing/rendering call site just needed g_local_space swapped
for it - no manual coordinate-transform math required elsewhere
- Generalized the ray/quad hit-testing in xr_input.c to a proper
oriented-plane intersection (needed once quads can rotate); verified it
degenerates to the old axis-aligned formula when unrotated, so the
keyboard and non-recentered menu are unaffected
- The menu launcher now re-centers in front of the player, correctly
oriented to face them, each time it's freshly reopened
- "Reset Position" (Main Menu tab) recenters using the player's current
real head pose - not a plain reset-to-origin, which only undid
thumbstick movement and ignored physical drift since the session
started. The same recenter runs once automatically at startup too, as a
fallback for when there's no complete saved position to use instead
- Position/orientation persists in questshock.config.json's new
player_position group (independent of savegames), including new
numeric-value support in the config file's hand-rolled JSON parser
(previously string-enums only)