- New EndFrame function on Game
- Ensure any of the view effects render in fake mono (it is still stereo rendering to the single back buffer, but separation is now zero).
- Remove dodgy weapon angle adjust (not needed as there is already implementation in there to adjust)
- Added method to get frame number from the engine
Bringing all the changes done (mostly by baggyg) in the OVRPassToVR branch bringing over the major FP related changes to master.
Please refer to that branch for the individual changes that have all been brought over in this single commit.
Co-Authored-By: Grant Bagwell <general@grantbagwell.co.uk>
- decomposed the MVP into three separate matrices so the view matrix only needs to be supplied to the shader once per frame
- huge speed boost to the render thread, only a handful of ms per frame now, any framedrops are purely from the GPU
- Corrected chainsaw orientation
- Added cvars for smooth turn / snap turn
- Made the scontrol scheme cvar actually work
- Laser sight controlled only by cvar
- No tracking while in big screen mode to avoid nausea
- Some code tidy up of stuff not used
- world scale should be a bit better (set to 42)
- It won't play the intro movie at all now
- PDA screen and menu will always appear in front of you now
- default.cfg no longer required and is removed
- Weapons (on a clean install) all appeared to be located correctly for me.
- BFG reload in the included pack doesn't cause script error
- config and saves are now located in /sdcard/Doom3Quest/config or /saves, rather than within the base directory, just copy your existing save folder to the right place
- virtual screen is now a bit closer (and should move back a bit of SS is increased)
- Smooth stair transitions
- Don't trigger footstep sounds on small positional tracked movement
- Align the chainsaw and its impact point better
- A few other weapon alignment tweaks