Commit graph

87 commits

Author SHA1 Message Date
Simon
4ef27a7d6d Gradle changes to support building without dependency on the Meta OpenXR SDK package 2023-02-05 22:56:11 +00:00
Simon
732bfd13ea Update TBXR_Common.c 2023-02-05 19:44:11 +00:00
Simon
a4c79755e9 Update version number 2023-02-04 23:32:52 +00:00
Simon
08abd5fd16 Single APK scheme for all devices 2023-02-04 23:31:24 +00:00
Simon
c0fbe43f8d Some tidy up and improvement to selection of openxr_loader.so based on OPENXR_HMD 2023-01-27 22:04:30 +00:00
Simon
d4c6c925d9 Fixed missing thumbstick click 2023-01-21 20:27:25 +00:00
Simon
844495401f Cleaned up input 2023-01-21 15:08:25 +00:00
Simon
c67d34354c Couple of fixes
- Ensure diagonal movement is not faster than in a straight line
- Ensure config file saves on exit
2023-01-18 20:35:55 +00:00
Simon
f0843f9508
Update README.md 2023-01-17 21:45:02 +00:00
Simon
ce8bea0db6 increase movement speed 2023-01-17 21:30:46 +00:00
Simon
cbbc7490e8 Merge branch 'master' of https://github.com/DrBeef/QuakeQuest 2023-01-17 14:08:07 +00:00
Simon
277f84f9c4 Ensure correct call order of xrWaitFrame/xrBeginFrame/xrEndFrame 2023-01-17 14:08:05 +00:00
Grant Bagwell
7bdba7ac1d Defaults for SS and Brightness
SS 1.3
r_hdr_scenebrightness 1.4 on both devices
2023-01-17 14:33:12 +01:00
Grant Bagwell
4b75af0e31 Include library for OpenXR v47 2023-01-17 14:02:09 +01:00
Simon
b5e9618d81 Several Fixes
- Allow super sampling
- Fixes to haptic feedback
- Default brightness on Pico to 1.4
2023-01-15 15:44:20 +00:00
Simon
44cd598e2b Corrected Vr to Xr 2022-12-23 21:11:00 +00:00
Simon
d9d27e62ad Fix "moving" sky on Pico 2022-12-23 10:45:55 +00:00
Simon
865cbc11cc Quit menu option fix 2022-12-23 10:39:26 +00:00
Simon
3dcc4573a7 Another small OpenXR change 2022-12-22 22:25:43 +00:00
Simon
b4a24d1765 Updated to OpenXR
Also means the Pico 4 works now
2022-12-22 22:22:52 +00:00
Simon
605d1edb6e Several Sweeeet fixes...
- Audio lag is now fixed - using the OpenSLES library (courtesy of Emile Belanger's Dark Places build for Android)
- 120hz mode can be used on the Quest 2 by adding the following to the command line:
``` -r 120 ```
2021-12-19 20:32:37 +00:00
Simon
678877bda4 Update QuakeQuest_SurfaceView.c 2021-11-09 23:08:05 +00:00
Simon
189abfb9a8 Couple of extra fixes
* Two handed weapons
* Additional right-hand keys on the rubbish virtual keyboard for function keys
* Increased version number
2021-11-09 22:35:10 +00:00
Simon
4952cc4d9c Added support libraries (ogg) 2021-04-14 21:14:12 +01:00
Simon
bacfc279b6 Added quick save/load 2021-03-15 23:05:23 +00:00
Grant Bagwell
fafa72f3ed Add SupportLibs to GitIgnore 2021-03-11 20:18:15 +01:00
Grant Bagwell
e98f71ccfd Added support for OGG files
Added support for OGG files via libvorbis. Must have this in a new SupportLibs folder in JNI
2021-03-11 18:37:57 +01:00
Simon
0e92c7b70c
Update README.md 2021-02-11 22:01:44 +00:00
Simon
a5c1b63574 Multiple improvements
- Single movement speed cvar
- Weapon Haptics on weapon controller
- Proper compositor layer for menu
- Weapon hand thumbstick up and down to switch weapons
- Removed weapon angle adjustment as default is fine
2021-02-03 22:13:37 +00:00
Simon
17498c172b Some project restructuring 2021-02-02 22:53:37 +00:00
Simon
d680b76bba Dynamic ticrate calculation (related to framerate) 2020-12-10 21:00:15 +00:00
Simon
64b001537c
Merge pull request #34 from AmmarkoV/master
Quest 2 / 90Hz mode..!
2020-12-08 21:24:31 +00:00
Ammar Qammaz
bd0ba9872e also the newest info on the manifest no longer has the delmar entry but quest2 so changing this as well ( both seem to work fine ). https://github.com/DrBeef/QuakeQuest/issues/33 2020-12-08 02:34:11 +02:00
Ammar Qammaz
3e3443b3c3 Fixed issue https://github.com/DrBeef/QuakeQuest/issues/33 application now supports 90Hz mode :) 2020-12-08 02:26:33 +02:00
Simon
ba72c20f1b Properly fixed projection 2020-10-22 21:47:35 +01:00
Simon
163223fd86 Fixed for FOV issue 2020-10-18 22:45:45 +01:00
Simon
c9ac231192 Quest 2 support
Corrected FOV on Quest 2
2020-10-14 22:22:08 +01:00
Simon
135d563dcc A few small fixes
- Corrected FOV to 104
- Added same non-liner movement on the stick as QuestZDoom
- Made snap turn the default turn mode
- Weapon pitch adjustment default is better and increments are bigger when adjusting using B button
2020-06-23 22:44:18 +01:00
Simon
064f2edfd2 Update AndroidManifest.xml 2019-09-30 22:14:58 +01:00
Simon
5dbf95553c Sort out "Janky" laser sight 2019-09-30 22:02:33 +01:00
Simon
a9037d6d70 Merge branch 'master' of https://github.com/DrBeef/QuakeQuest 2019-08-21 12:24:21 +01:00
Simon
2d5d07ae7e Fix Crash due to NaN origin 2019-08-21 12:24:17 +01:00
Simon
48c2a05114
Update README.md 2019-08-20 13:03:50 +01:00
Simon
29eb944dad Update version for small tweak 2019-08-19 22:44:42 +01:00
Simon
c0b145fca2 Slight FOV tweak 2019-08-19 22:43:35 +01:00
Simon
4be5f74ac5 Some extra tweaks..
Mostly corrected the FOV to avoid the "warp"
Added an extra bullet time mode "SUPER" (can you guess?)
2019-08-19 22:23:46 +01:00
Simon
c2966403ec Fix inability to go underwater 2019-08-18 08:22:26 +01:00
Simon
93fd53334f Multiple Fixes..
* weapon placement is now perfect
* 6DoF reimplemented so there is no "swim" as it uses a completely different approach
* 3DoF should work much better
* Hopefully warping is reduced further
* when "Bullet time" mode is selected, gl_lightmaps is automatically set to 2
2019-08-17 23:51:07 +01:00
Simon
79fab86297 Weapon Pitch Fix
Same issue we had with Lambda1VR with the weapon pitch adjust (couldn't shoot at ceiling), merged to QuakeQuest to fix
2019-08-15 22:45:55 +01:00
Simon
71fd7f6338 Couple of significant fixes
- Command line parameters now working again
- Using symmetrical render target to hopefully reduce "warping"
- Use ever so slightly reduced FOV as I think previous value was a little too high (also to reduce "warping")
- Updated to version 1.3.0
2019-08-15 22:11:42 +01:00