Commit graph

35 commits

Author SHA1 Message Date
Grant Bagwell
121b8b7dd9 Final Few Things
Offhand Controls Mostly Fixed
Switch Sticks Added
Forward Movement Added
Performance Hints
2021-01-06 18:22:29 +01:00
Simon
833289a5e9 Automatic switching of refresh rate (Quest 2)
Also fixed lined the angle of the chainsaw up with the damage location
2021-01-03 22:18:12 +00:00
Simon
a11f605457 A few tweaks...
- Removed some redundant controller code
- Interaction with NPCs should work again
- Melee attack with the flashlight should work now
2020-12-28 19:43:53 +00:00
Grant Bagwell
06af8b2696 Half a fix of Rockets 2020-12-22 18:47:20 +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
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
Simon
c325f3cdb3 Ensure that virutal screen is used when loading between levels 2020-11-29 19:02:53 +00:00
Simon
c9f3585a9b Small tweak to get the non-immersive cinematics to use the virtual screen 2020-11-26 22:08:14 +00:00
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
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
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
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
3214921aa4 Laser sight
and a few other minor tweaks
2020-09-19 22:30:26 +01:00
Simon
c6d666aba0 Visible flashlight in holster 2020-09-18 23:34:27 +01:00
Simon
6cfe71c10b Grab Flashlight from holster on your dominant side
This replaces the out-of-view backpack. Next step will be to render a world entity representing the flashlight that can be grabbed.
2020-09-17 23:50:54 +01:00
Simon
6defa52225 Haptics
Weapon haptics working rather nicely!
World shake also triggers haptics
Velocity triggered attack for the  flashlight and chainsaw
vr_chibi (thanks to RBDOOM-BFG) just for a bit of a laugh
2020-09-17 22:46:48 +01:00
Simon
a8f3d92ee0 Various
- Some code tidying
- Improved scaling of HUD for more visibility
- Better handling of controls when using GUIs
- First weapon pack test pk4 included (and copied)
2020-09-16 22:41:35 +01:00
Simon
9778a2c6cc Backpack
When releasing flashlight back to backpack, it will restore previous weapon
2020-09-16 00:18:38 +01:00
Simon
ec594e1357 Lots of good stuff..
- Flashlight from "backpack"
- HUD now visible (with some stereo depth)
- PDA now has a functional mouse pointer
- Interaction with screens is by pointing the weapon controller rather than gaze based
- Default SS is now 1.0
- Default refresh rate is 60hz
2020-09-16 00:02:29 +01:00
Simon
e096223048 Positional Tracking
Made positional tracking consistent regardless of framerate
2020-09-13 10:36:58 +01:00
Simon
b1d017108b Make smoke particles show in both eyes
moved screen back a bit, it was too close
2020-09-12 15:29:36 +01:00
Simon
9a0823392c Almost too many fixes to mention!
start of weapons working (6DoF)
looks like glitchiness is fixed
stereo working correctly
most buttons working nicely
positional tracking (sort of)
2020-09-11 22:41:18 +01:00
Simon
4201c1deca Working stereo
very jittery though
2020-09-09 23:16:24 +01:00
Simon
ae08484ec9 Function renames 2020-09-08 23:21:43 +01:00
Simon
b2b8f43c9d Initial Commit
Builds, runs, no stereo or much else is working, menus work ok though
2020-09-08 23:10:45 +01:00