Commit Graph

56 Commits

Author SHA1 Message Date
Simon c325f3cdb3 Ensure that virutal screen is used when loading between levels 2020-11-29 19:02:53 +00:00
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 0ecc0441d3 Merge branch 'master' of https://github.com/DrBeef/Doom3Quest 2020-10-10 11:16:59 +01:00
Simon 096a83652b Changes to make use of temporary frame buffer more obvious 2020-10-10 11:16:49 +01:00
Simon 72ed6155b8
Update README.md 2020-10-10 11:11:16 +01:00
Simon a020c7f86c
Update README.md 2020-10-10 11:10:23 +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
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
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 fe80447ebb Jump and Crouch (toggle) now working 2020-09-12 12:00:36 +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