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
Grant Bagwell
af1f34c71f
Save Game Name
2021-01-03 23:11:04 +01:00
Grant Bagwell
ad65e02eb3
IK and Menus
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IK Fixed
Menu Changes:
Brightness
Motion Comfort Gone
Fog Switched
Refresh Fixed
2021-01-03 20:08:44 +01:00
Grant Bagwell
5e1592c0f1
Fixes
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Snap Turn Smooth Fix
IK Refactor
Menu Fixes
2021-01-03 18:12:19 +01:00
Grant Bagwell
03d171694a
Fixed Flashlight punching
2020-12-30 21:47:30 +01:00
Grant Bagwell
2d8e321f13
Fixed PDA
2020-12-28 22:36:27 +01:00
Simon
a11f605457
A few tweaks...
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- 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
2c8c5198d5
Watch + Height
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+ Other bits and pieces
2020-12-28 18:15:19 +01:00
Simon
057408009a
Fix for Revenant Rockets
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and possibly the Soul Cube and BFG too.
2020-12-23 10:38:21 +00:00
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
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- 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
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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
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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
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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
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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
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Trying to include force grab
2020-11-17 18:23:33 +01:00
Simon
28bd463e09
Couple of changes
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- 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
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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
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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
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- 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
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we've lost the HUD and PDA though :(
2020-10-07 22:46:46 +01:00
Simon
74acf16f9d
Implementation of OpenGL ES Multiview
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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
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rather boring commit, but needed to be done
2020-09-27 22:35:37 +01:00
Simon
52b6370103
Draw PDA to HUD
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Looks cool
2020-09-26 11:30:46 +01:00
Simon
aaa37bbe69
VR HUD Attached to off hand controller
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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
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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
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- 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
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They're working pretty much perfectly now
2020-09-21 23:03:25 +01:00
Simon
8cd379a32d
Grenades are throwable
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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...
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- 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
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and a few other minor tweaks
2020-09-19 22:30:26 +01:00
Simon
8e382b4f64
Fix soul cube def file
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few tweaks to weapon stuff too
2020-09-19 11:23:28 +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
292eba8290
Updated gradle to 5.4.1
2020-09-17 23:13:16 +01:00
Simon
6defa52225
Haptics
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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
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- 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
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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..
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- 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
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Made positional tracking consistent regardless of framerate
2020-09-13 10:36:58 +01:00
Simon
b1d017108b
Make smoke particles show in both eyes
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moved screen back a bit, it was too close
2020-09-12 15:29:36 +01:00
Simon
fe80447ebb
Jump and Crouch (toggle) now working
2020-09-12 12:00:36 +01:00
Simon
9a0823392c
Almost too many fixes to mention!
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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
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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
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Builds, runs, no stereo or much else is working, menus work ok though
2020-09-08 23:10:45 +01:00