Commit graph

64 commits

Author SHA1 Message Date
Grant Bagwell
06af8b2696 Half a fix of Rockets 2020-12-22 18:47:20 +01:00
Grant Bagwell
fa197dd11e Fixed Snap Turn and Height Option
Although we should really call a tracking reset (maybe)
2020-12-19 17:15:39 +01:00
Simon
01dfd9d6dc Fixed remote security camera rendering causing a crash 2020-12-16 23:03:00 +00:00
Simon
7fead4caeb Couple of small things
- 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).
2020-12-16 19:33:45 +00:00
Grant Bagwell
a224e7424b Fixes
Grenade Fix
Extra Proectile Removed
Removed Options from Menu
Fixed Flashlight offsets
2020-12-16 02:23:49 +01:00
Grant Bagwell
480ad0f239 Updated Menu + Fixes
Fixed Snap Turns
Flashlight broken again (possibly offsets)
2020-12-13 21:29:52 +01:00
Grant Bagwell
dac8240cea Merge branch 'master' of https://github.com/DrBeef/Doom3Quest 2020-12-11 02:43:18 +01:00
Grant Bagwell
14f907192e Save System + Extras
Save Version above Vanilla (+ default Load)
Fixed issue with empty being confused with fists (allowing two handed punches)
2020-12-11 02:43:15 +01:00
Simon
b84dd3c726 Very minor manifest change 2020-12-10 20:53:52 +00:00
Grant Bagwell
d2b5dc5046 Fixes
Snap Turn Fixed
Gun Return after PDA Fix
Velocity Offhand Fixed
2020-12-10 19:52:33 +01:00
Simon
cf943a3ac7 Implementation of default config for quest1/quest2 2020-12-06 10:52:22 +00:00
Grant Bagwell
347efca8fc Asset Fixes 2020-11-30 21:41:28 +01:00
Grant Bagwell
7a66df5945 Merge branch 'master' of https://github.com/DrBeef/Doom3Quest 2020-11-29 20:20:42 +01:00
Simon
c325f3cdb3 Ensure that virutal screen is used when loading between levels 2020-11-29 19:02:53 +00:00
Grant Bagwell
8f1d0e0d1e Start of RoE / Updated Assets 2020-11-29 15:49:20 +01:00
Simon
6355e3ba48 Frame tic smoothing logic 2020-11-28 15:20:28 +00:00
Grant Bagwell
b227a2b64f Merge branch 'master' of https://github.com/DrBeef/Doom3Quest 2020-11-27 17:16:42 +01:00
Grant Bagwell
08dffe3d0f Quick Change so that I dont conflict with Dr Beef changes 2020-11-27 17:16:32 +01:00
Simon
c9f3585a9b Small tweak to get the non-immersive cinematics to use the virtual screen 2020-11-26 22:08:14 +00:00
Grant Bagwell
92fa4000ef Adding RoE weapons 2020-11-18 15:48:17 +01:00
Simon
841e47cd9d Added Fore_Grab to build 2020-11-17 20:42:25 +00:00
Grant Bagwell
d1c3dbad45 Force Grab
Trying to include force grab
2020-11-17 18:23:33 +01:00
Simon
28bd463e09 Couple of changes
- 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
2020-11-16 23:44:42 +00:00
Grant Bagwell
cb68e1ee26 Updated Main menu with more options 2020-11-16 18:06:38 +01:00
Simon
15f78d843b Major Merge
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>
2020-11-15 18:52:37 +00:00
Simon
d63b586757 Fixed for FOV issue 2020-10-18 22:41:57 +01:00
Simon
70c4e81938 Allow headset to dictate refresh rate for game 2020-10-16 20:45:26 +01:00
Simon
01b67f3b35 Get FOV from VrApi for Quest 1 & 2 support 2020-10-14 19:14:31 +01:00
Simon
d50c947e37 Various small tweaks to make things smoother 2020-10-10 19:51:03 +01:00
Simon
a30446ff59 Update framebuffer.cpp 2020-10-10 11:17:29 +01:00
Simon
096a83652b Changes to make use of temporary frame buffer more obvious 2020-10-10 11:16:49 +01:00
Simon
d2bf0dcb11 Update Android.mk 2020-10-10 11:09:09 +01:00
Simon
f76343e16f
Rename draw_gles2.cpp to draw_gles3_multiview.cpp 2020-10-10 11:08:46 +01:00
Simon
4617fdec5a Small optimisation of the setting of the matrices for multiview 2020-10-09 21:33:55 +01:00
Simon
a9dbcb1f7b HUD and PDA now working
some minor bugs with videos not playing on the PDA but it is pretty much working how it was now.
2020-10-08 23:01:13 +01:00
Simon
fb4d4a81d2 Multiview Shader Matrices buffer now supplied correctly
- 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
2020-10-08 21:16:18 +01:00
Simon
b004763108 Fix in game GUIs
we've lost the HUD and PDA though :(
2020-10-07 22:46:46 +01:00
Simon
74acf16f9d Implementation of OpenGL ES Multiview
Now render thread takes 50% CPU time since it only runs once.

More work is needed as GUIs are messed up
2020-10-07 19:05:09 +01:00
Simon
531a24c236 Give save games a unique filename 2020-09-27 23:30:50 +01:00
Simon
a77ed55dc0 Clean shutdown
rather boring commit, but needed to be done
2020-09-27 22:35:37 +01:00
Simon
52b6370103 Draw PDA to HUD
Looks cool
2020-09-26 11:30:46 +01:00
Simon
aaa37bbe69 VR HUD Attached to off hand controller
Thanks again to the Fully Possesed Mod for the functionality for this one!
2020-09-25 00:10:19 +01:00
Simon
66c7052713 Fixed GUI pointer angles
Made sure that left/right handed selection in menu works correctly
2020-09-23 23:06:34 +01:00
Simon
7df7a5410d Again.. several..
- 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
2020-09-23 19:34:14 +01:00
Simon
fde667a5d4 A number of small improvements
- 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)
2020-09-22 23:43:30 +01:00
Simon
51a25ce6a5 Properly throwable grenades
They're working pretty much perfectly now
2020-09-21 23:03:25 +01:00
Simon
8cd379a32d Grenades are throwable
They aren't perfect, not sure they ever will be.
Tweaked a few cvar names to make them consistent
Virtual screen with B button.
2020-09-20 22:56:36 +01:00
Simon
d183420e9d A few fixes...
- 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
2020-09-20 12:10:53 +01:00
Simon
3214921aa4 Laser sight
and a few other minor tweaks
2020-09-19 22:30:26 +01:00
Simon
8e382b4f64 Fix soul cube def file
few tweaks to weapon stuff too
2020-09-19 11:23:28 +01:00