- 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
- 6DoF movement in follow mode seems right now
- Prevent surfaces being culled in follow modes (annoyingly I've not figured out what is culling models yet, so other players still vanish)
- Additional credits screen for Quake3Quest
- Fix for world moving when weapon is moved on a multiplayer server
- Make player setup model move within a 90 degree arc so it always visible
This was causing horrible audio, as multiple item pickup events were all playing at the same time. This was because the predict player state was being called once per eye, and by the time it came to the right eye it had cleared the buffer and it would just allow server events to get played again. The actual fix is in cg_view.c, line 994, where we only predict if the eye being rendered is the left.
- Make HMD weapon wheel use angles for weapon selection, allows selection immediately before show animation is complete
- Proper model scaling in the Player Setup menu
- draw selection beam on weapon selector
- Change direction weapons, weakest start at the bottom (with gauntlet) and then increase clockwise
- small change to menu footer text
- Increased size of Quake III Arena logo on main screen
- Build batch file will create vr_version.h to include in the menu
- Make the weapons selector fixed in place, doesn't move with the head yaw now which is more comfortable
- Removed a lot of the stuff being copied on start-up into a single pakQ3Q.pk3 file for ease
- Switch between Follow modes (1st and 3rd person) using the X button
- Switch back to the "Spectate" mode using the A button when in follow mode
- 1st Person follow mode is on a virtual screen (to avoid nausea)
- Slider for haptic intensity: affects both controller and bhaptics level
- Move 3rd person Spectator and Death Cam closer to player's viewpoint
- Spectator / Follow mode will now be 3rd person, with the person you are following marked with an icon
- Optional Laser Sight for aiming (in VR Menu)
- Toggle to send Roll angles to the server
- Removed very janky first person body option
- Proper button remapping
- Can be configured in autoeec.cfg
- Ability to remap all button functions (including forward/back on R stick)
- Ability to define an alt-key so that all buttons can have two seperate functions
- Slight reduction to SS value to boost perf by maybe a frame or two per secone
- set Master 1 to be called "Quake3Quest Master"
- QoL tweaks to the VR Options menu