- Show console messages is now a menu toggle
- Rail gun scope now renders correctly
- Vignette now working correctly (again!)
- Movement of floaty HUD is a little snappier
- Floaty HUD will now not be occluded by the weapon (this does mean the weapon can now pass through things like walls etc, hopefully no-one will notice or care)
- doesn't use the in-world entity for the HUD but uses the old style drawing to the render buffer
- Has to use 2D icons (which look pretty good tbh)
- Floating HUD will now move with pitch as well as yaw
- HUD no longer has a slight weird transparency which made it a little hard to read in some scenarios
- HUD models draw correctly and clearly in the correct locations
- Vignette fix
- Railgun Scope fix
commit b10fb5aae4
Author: Simon <simonbrown77@googlemail.com>
Date: Sat Apr 2 23:40:44 2022 +0100
Update pakQ3Q.pk3
commit ffc5546f0c
Merge: 5a6a7cfd67016999
Author: Simon <simonbrown77@googlemail.com>
Date: Sat Apr 2 23:36:00 2022 +0100
Merge branch 'master' into multiview
commit 5a6a7cfd66
Author: Simon <simonbrown77@googlemail.com>
Date: Sat Apr 2 23:34:11 2022 +0100
Lots of changes
- Hacky fix for weird "out-of-body" issue when not drawing hud
- HUD is now drawn as a world sprite (this has its own issues, but is mostly there)
- Package the pk3 as part of the build
commit 3639fc6d6a
Author: Simon <simonbrown77@googlemail.com>
Date: Wed Mar 30 23:27:55 2022 +0100
Update tr_glsl.c
commit 3cc8918328
Merge: 3bb87ecbfe180129
Author: Simon <simonbrown77@googlemail.com>
Date: Wed Mar 30 22:10:54 2022 +0100
Merge branch 'master' into multiview
commit 3bb87ecbe6
Author: Simon <simonbrown77@googlemail.com>
Date: Wed Mar 30 20:05:14 2022 +0100
Some small tweaks to shaders following trunk merge
commit 2b2748b9f9
Merge: aeb45adca750c2e5
Author: Simon <simonbrown77@googlemail.com>
Date: Wed Mar 30 19:17:00 2022 +0100
Merge branch 'master' into multiview
commit aeb45adcd8
Author: Simon <simonbrown77@googlemail.com>
Date: Tue Mar 29 23:23:33 2022 +0100
Small changes following the merge from master
- and also removed a couple of bits of my hacking
commit 3f5226aa85
Merge: e8da7431bcf9287a
Author: Simon <simonbrown77@googlemail.com>
Date: Tue Mar 29 23:05:01 2022 +0100
Merge branch 'master' into multiview
commit e8da743153
Author: Simon <simonbrown77@googlemail.com>
Date: Tue Mar 29 22:41:36 2022 +0100
Orthographic projection now working
the main fix is in tr_glsl.c, the other changes are peripheral and probably contribute nothing
commit e1a16cbeb2
Author: Simon <simonbrown77@googlemail.com>
Date: Tue Mar 29 19:53:00 2022 +0100
Correct pointer offset
commit 12987c20b9
Author: Simon <simonbrown77@googlemail.com>
Date: Mon Mar 28 23:16:19 2022 +0100
Few small changes
might add slight perf improvements as there was some buffer swap stuff not needed
commit e06ba21101
Author: Simon <simonbrown77@googlemail.com>
Date: Mon Mar 28 19:30:55 2022 +0100
World entities now drawing in the right places
..next up is the 2D stuff
commit e2a5472667
Author: Simon <simonbrown77@googlemail.com>
Date: Sun Mar 27 23:19:16 2022 +0100
Small progress
world is now rendering correctly, but..
- All items in world are rendering in the wrong place
- no 2D still
commit 71708ee91e
Author: Simon <simonbrown77@googlemail.com>
Date: Sun Mar 27 18:08:51 2022 +0100
Restored missing matrix
commit 6506c96194
Author: Simon <simonbrown77@googlemail.com>
Date: Sun Mar 27 17:46:42 2022 +0100
Still ongoing (with little improvement)
commit 170f32709b
Author: Simon <simonbrown77@googlemail.com>
Date: Sat Mar 26 23:31:03 2022 +0000
Now rendering!
2D stuff doesn't draw, and 3D is all wonky, but this is progress!
commit d6ade0215f
Author: Simon <simonbrown77@googlemail.com>
Date: Sat Mar 26 19:02:03 2022 +0000
Ensure multiview is only applied to vertex shaders
commit eec5efe237
Author: Simon <simonbrown77@googlemail.com>
Date: Sat Mar 26 12:11:55 2022 +0000
Make main a C file in prep for the next step
commit b2fece761e
Author: Simon <simonbrown77@googlemail.com>
Date: Fri Mar 25 19:34:44 2022 +0000
Make context create correctly
commit e1a04d2200
Author: Simon <simonbrown77@googlemail.com>
Date: Fri Mar 25 00:05:11 2022 +0000
Not working yet
store the yaw at which the menu is invoked to calculate correct X
slightly increased the cursor movement scale as it was a little too much wrist turning required to reach outer edges of screen
- Use FOV from the SDK to calculate the culling frustrum (so r_nocull can be turned off now, hopefully increasing framerate)
- I think I fixed thumbstick movement in second spectator follow mode
- Remove Gauntlet from weapon wheel because it is shit
- Some code refactoring
- Hopefully made the Chaingun accessible on the weapon wheel now