mirror of
https://github.com/DrBeef/QuestZDoom.git
synced 2025-03-04 16:41:34 +00:00
Many fixes..
- Stair transitions are now smooth as butter! - Ability to turn off two handed weapons and map grip button instead - Ability to turn off "alt-key" dominant grip button and map that to a single button instead - Weapon no longer jitters or moves independently of player, it should be fixed to controller location (this should fix hexen weapon in water issue) - Added comment to menu to tell people for to use < 10 angle for smooth turn - Fix issue where orientation is wrong after using teleporter
This commit is contained in:
parent
fc838d9859
commit
649d27c982
10 changed files with 121 additions and 46 deletions
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@ -1,8 +1,8 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.drbeef.questzdoom"
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package="com.drbeef.questzdoom"
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android:versionCode="16"
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android:versionCode="17"
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android:versionName="1.0.0" android:installLocation="auto" >
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android:versionName="1.0.1" android:installLocation="auto" >
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<!-- Tell the system this app requires OpenGL ES 3.1. -->
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<!-- Tell the system this app requires OpenGL ES 3.1. -->
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<uses-feature android:glEsVersion="0x00030001" android:required="true"/>
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<uses-feature android:glEsVersion="0x00030001" android:required="true"/>
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@ -62,6 +62,8 @@ float vr_weapon_pitchadjust;
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bool vr_moveuseoffhand;
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bool vr_moveuseoffhand;
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float vr_snapturn_angle;
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float vr_snapturn_angle;
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bool vr_switchsticks;
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bool vr_switchsticks;
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bool vr_secondarybuttonmappings;
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bool vr_twohandedweapons;
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float vr_use_teleport;
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float vr_use_teleport;
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vec3_t offhandangles;
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vec3_t offhandangles;
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vec3_t offhandoffset;
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vec3_t offhandoffset;
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@ -53,6 +53,8 @@ extern bool weaponStabilised;
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extern float vr_weapon_pitchadjust;
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extern float vr_weapon_pitchadjust;
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extern bool vr_moveuseoffhand;
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extern bool vr_moveuseoffhand;
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extern bool vr_switchsticks;
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extern bool vr_switchsticks;
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extern bool vr_secondarybuttonmappings;
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extern bool vr_twohandedweapons;
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extern float vr_snapturn_angle;
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extern float vr_snapturn_angle;
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extern float vr_use_teleport;
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extern float vr_use_teleport;
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@ -51,7 +51,6 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
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bool dominantGripPushedNew =
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bool dominantGripPushedNew =
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(pDominantTrackedRemoteNew->Buttons & ovrButton_GripTrigger) != 0;
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(pDominantTrackedRemoteNew->Buttons & ovrButton_GripTrigger) != 0;
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ovrInputStateTrackedRemote *pPrimaryTrackedRemoteNew, *pPrimaryTrackedRemoteOld, *pSecondaryTrackedRemoteNew, *pSecondaryTrackedRemoteOld;
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ovrInputStateTrackedRemote *pPrimaryTrackedRemoteNew, *pPrimaryTrackedRemoteOld, *pSecondaryTrackedRemoteNew, *pSecondaryTrackedRemoteOld;
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if (vr_switchsticks)
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if (vr_switchsticks)
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{
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{
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@ -79,7 +78,8 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
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pDominantTracking->HeadPose.Pose.Position.z, 2));
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pDominantTracking->HeadPose.Pose.Position.z, 2));
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//Turn on weapon stabilisation?
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//Turn on weapon stabilisation?
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if ((pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) !=
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if (vr_twohandedweapons &&
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(pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) !=
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(pOffTrackedRemoteOld->Buttons & ovrButton_GripTrigger)) {
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(pOffTrackedRemoteOld->Buttons & ovrButton_GripTrigger)) {
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if (pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) {
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if (pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) {
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@ -330,26 +330,47 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
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//Dominant Hand - Secondary keys (grip pushed)
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if (vr_secondarybuttonmappings) {
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//Alt-Fire
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//Dominant Hand - Secondary keys (grip pushed)
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Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger) != 0) && dominantGripPushedOld ? 1 : 0,
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//Alt-Fire
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((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) != 0) && dominantGripPushedNew ? 1 : 0,
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Joy_GenerateButtonEvents(
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1, KEY_PAD_LTRIGGER);
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((pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger) != 0) &&
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dominantGripPushedOld ? 1 : 0,
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((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) != 0) &&
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dominantGripPushedNew ? 1 : 0,
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1, KEY_PAD_LTRIGGER);
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//Crouch
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//Crouch
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Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & domButton1) != 0) && dominantGripPushedOld ? 1 : 0,
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Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & domButton1) != 0) &&
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((pDominantTrackedRemoteNew->Buttons & domButton1) != 0) && dominantGripPushedNew ? 1 : 0,
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dominantGripPushedOld ? 1 : 0,
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1, KEY_PAD_LTHUMB);
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((pDominantTrackedRemoteNew->Buttons & domButton1) != 0) &&
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dominantGripPushedNew ? 1 : 0,
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1, KEY_PAD_LTHUMB);
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//No Binding
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//No Binding
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Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & domButton2) != 0) && dominantGripPushedOld ? 1 : 0,
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Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & domButton2) != 0) &&
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((pDominantTrackedRemoteNew->Buttons & domButton2) != 0) && dominantGripPushedNew ? 1 : 0,
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dominantGripPushedOld ? 1 : 0,
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1, KEY_RSHIFT);
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((pDominantTrackedRemoteNew->Buttons & domButton2) != 0) &&
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dominantGripPushedNew ? 1 : 0,
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1, KEY_RSHIFT);
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//No Binding
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//No Binding
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Joy_GenerateButtonEvents(((pDominantTrackedRemoteOld->Buttons & ovrButton_Joystick) != 0) && dominantGripPushedOld ? 1 : 0,
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Joy_GenerateButtonEvents(
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((pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) != 0) && dominantGripPushedNew ? 1 : 0,
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((pDominantTrackedRemoteOld->Buttons & ovrButton_Joystick) != 0) &&
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1, KEY_TAB);
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dominantGripPushedOld ? 1 : 0,
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((pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) != 0) &&
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dominantGripPushedNew ? 1 : 0,
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1, KEY_TAB);
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} else {
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//Use grip as an extra button
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//Alt-Fire
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Joy_GenerateButtonEvents(
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((pDominantTrackedRemoteOld->Buttons & ovrButton_GripTrigger) != 0) &&
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dominantGripPushedOld ? 1 : 0,
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((pDominantTrackedRemoteNew->Buttons & ovrButton_GripTrigger) != 0) &&
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dominantGripPushedNew ? 1 : 0,
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1, KEY_PAD_LTRIGGER);
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}
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@ -375,29 +396,61 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
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((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) != 0) && !dominantGripPushedNew ? 1 : 0,
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((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) != 0) && !dominantGripPushedNew ? 1 : 0,
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1, KEY_SPACE);
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1, KEY_SPACE);
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if (!vr_twohandedweapons)
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{
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Joy_GenerateButtonEvents(
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((pOffTrackedRemoteOld->Buttons & ovrButton_GripTrigger) != 0) &&
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!dominantGripPushedOld ? 1 : 0,
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((pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) != 0) &&
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!dominantGripPushedNew ? 1 : 0,
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1, KEY_PAD_RTHUMB);
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}
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//Off Hand - Secondary keys (grip pushed)
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//Off Hand - Secondary keys (grip pushed)
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if (vr_secondarybuttonmappings) {
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//No Default Binding
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Joy_GenerateButtonEvents(
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((pOffTrackedRemoteOld->Buttons & ovrButton_Trigger) != 0) &&
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dominantGripPushedOld ? 1 : 0,
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((pOffTrackedRemoteNew->Buttons & ovrButton_Trigger) != 0) &&
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dominantGripPushedNew ? 1 : 0,
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1, KEY_LALT);
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//No Default Binding
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//Move Down
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Joy_GenerateButtonEvents(((pOffTrackedRemoteOld->Buttons & ovrButton_Trigger) != 0) && dominantGripPushedOld ? 1 : 0,
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Joy_GenerateButtonEvents(
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((pOffTrackedRemoteNew->Buttons & ovrButton_Trigger) != 0) && dominantGripPushedNew ? 1 : 0,
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((pOffTrackedRemoteOld->Buttons & offButton1) != 0) && dominantGripPushedOld
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1, KEY_LALT);
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? 1 : 0,
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((pOffTrackedRemoteNew->Buttons & offButton1) != 0) && dominantGripPushedNew
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? 1 : 0,
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1, KEY_PGDN);
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//Move Down
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//Move Up
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Joy_GenerateButtonEvents(((pOffTrackedRemoteOld->Buttons & offButton1) != 0) && dominantGripPushedOld ? 1 : 0,
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Joy_GenerateButtonEvents(
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((pOffTrackedRemoteNew->Buttons & offButton1) != 0) && dominantGripPushedNew ? 1 : 0,
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((pOffTrackedRemoteOld->Buttons & offButton2) != 0) && dominantGripPushedOld
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1, KEY_PGDN);
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? 1 : 0,
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((pOffTrackedRemoteNew->Buttons & offButton2) != 0) && dominantGripPushedNew
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? 1 : 0,
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1, KEY_PGUP);
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//Move Up
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//Land
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Joy_GenerateButtonEvents(((pOffTrackedRemoteOld->Buttons & offButton2) != 0) && dominantGripPushedOld ? 1 : 0,
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Joy_GenerateButtonEvents(
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((pOffTrackedRemoteNew->Buttons & offButton2) != 0) && dominantGripPushedNew ? 1 : 0,
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((pOffTrackedRemoteOld->Buttons & ovrButton_Joystick) != 0) &&
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1, KEY_PGUP);
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dominantGripPushedOld ? 1 : 0,
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((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) != 0) &&
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dominantGripPushedNew ? 1 : 0,
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1, KEY_HOME);
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//Land
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if (!vr_twohandedweapons)
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Joy_GenerateButtonEvents(((pOffTrackedRemoteOld->Buttons & ovrButton_Joystick) != 0) && dominantGripPushedOld ? 1 : 0,
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{
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((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) != 0) && dominantGripPushedNew ? 1 : 0,
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Joy_GenerateButtonEvents(
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1, KEY_HOME);
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((pOffTrackedRemoteOld->Buttons & ovrButton_GripTrigger) != 0) &&
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dominantGripPushedOld ? 1 : 0,
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((pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) != 0) &&
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dominantGripPushedNew ? 1 : 0,
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1, KEY_PAD_DPAD_UP);
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}
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}
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}
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}
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}
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}
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@ -54,6 +54,7 @@
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EXTERN_CVAR(Int, screenblocks);
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EXTERN_CVAR(Int, screenblocks);
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EXTERN_CVAR(Float, movebob);
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EXTERN_CVAR(Float, movebob);
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EXTERN_CVAR(Bool, cl_noprediction)
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EXTERN_CVAR(Bool, gl_billboard_faces_camera);
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EXTERN_CVAR(Bool, gl_billboard_faces_camera);
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EXTERN_CVAR(Int, gl_multisample);
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EXTERN_CVAR(Int, gl_multisample);
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EXTERN_CVAR(Float, vr_vunits_per_meter)
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EXTERN_CVAR(Float, vr_vunits_per_meter)
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@ -67,6 +68,8 @@ EXTERN_CVAR(Float, vr_ipd);
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EXTERN_CVAR(Float, vr_weaponScale);
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EXTERN_CVAR(Float, vr_weaponScale);
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EXTERN_CVAR(Bool, vr_teleport);
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EXTERN_CVAR(Bool, vr_teleport);
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EXTERN_CVAR(Bool, vr_switch_sticks);
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EXTERN_CVAR(Bool, vr_switch_sticks);
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EXTERN_CVAR(Bool, vr_secondary_button_mappings);
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EXTERN_CVAR(Bool, vr_two_handed_weapons);
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//HUD control
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//HUD control
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EXTERN_CVAR(Float, vr_hud_scale);
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EXTERN_CVAR(Float, vr_hud_scale);
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@ -92,13 +95,13 @@ extern bool automapactive; // in AM_map.c
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//bit of a hack, assume player is at "normal" height when not crouching
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//bit of a hack, assume player is at "normal" height when not crouching
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float getDoomPlayerHeightWithoutCrouch(const player_t *player)
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float getDoomPlayerHeightWithoutCrouch(const player_t *player)
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{
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{
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static float height = player->viewheight;
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static float height = 0;
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if (player->crouching == 0 &&
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if (height == 0)
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player->crouchfactor == 1.0)
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{
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{
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// Doom thinks this is where you are
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// Doom thinks this is where you are
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height = player->viewheight;
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height = player->viewheight;
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}
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}
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return height;
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return height;
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}
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}
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@ -293,6 +296,7 @@ namespace s3d
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bool OculusQuestMode::GetHandTransform(int hand, VSMatrix* mat) const
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bool OculusQuestMode::GetHandTransform(int hand, VSMatrix* mat) const
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{
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{
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double pixelstretch = level.info ? level.info->pixelstretch : 1.2;
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player_t* player = r_viewpoint.camera ? r_viewpoint.camera->player : nullptr;
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player_t* player = r_viewpoint.camera ? r_viewpoint.camera->player : nullptr;
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if (player)
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if (player)
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{
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{
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@ -301,12 +305,11 @@ namespace s3d
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mat->loadIdentity();
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mat->loadIdentity();
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mat->translate(pos.X, pos.Z + (player->viewheight -
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//We want to offset the weapon exactly from where we are seeing from
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getDoomPlayerHeightWithoutCrouch(player)), pos.Y);
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mat->translate(r_viewpoint.CenterEyePos.X, r_viewpoint.CenterEyePos.Z - getDoomPlayerHeightWithoutCrouch(player), r_viewpoint.CenterEyePos.Y);
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mat->scale(vr_vunits_per_meter, vr_vunits_per_meter, -vr_vunits_per_meter);
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mat->scale(vr_vunits_per_meter, vr_vunits_per_meter, -vr_vunits_per_meter);
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double pixelstretch = level.info ? level.info->pixelstretch : 1.2;
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if ((vr_control_scheme < 10 && hand == 1)
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if ((vr_control_scheme < 10 && hand == 1)
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|| (vr_control_scheme >= 10 && hand == 0)) {
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|| (vr_control_scheme >= 10 && hand == 0)) {
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mat->translate(-weaponoffset[0], (hmdPosition[1] + weaponoffset[1] + vr_height_adjust) / pixelstretch, weaponoffset[2]);
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mat->translate(-weaponoffset[0], (hmdPosition[1] + weaponoffset[1] + vr_height_adjust) / pixelstretch, weaponoffset[2]);
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@ -452,6 +455,8 @@ namespace s3d
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vr_switchsticks = vr_switch_sticks;
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vr_switchsticks = vr_switch_sticks;
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vr_moveuseoffhand = !vr_move_use_offhand;
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vr_moveuseoffhand = !vr_move_use_offhand;
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vr_use_teleport = vr_teleport;
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vr_use_teleport = vr_teleport;
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vr_secondarybuttonmappings = vr_secondary_button_mappings;
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vr_twohandedweapons = vr_two_handed_weapons;
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QzDoom_getTrackedRemotesOrientation(vr_control_scheme);
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QzDoom_getTrackedRemotesOrientation(vr_control_scheme);
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//Some crazy stuff to ascertain the actual yaw that doom is using at the right times!
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//Some crazy stuff to ascertain the actual yaw that doom is using at the right times!
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@ -67,6 +67,8 @@ CVAR(Float, vr_snapTurn, 45.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, vr_move_speed, 19, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, vr_move_speed, 19, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_run_multiplier, 1.5, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_run_multiplier, 1.5, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_switch_sticks, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_switch_sticks, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_secondary_button_mappings, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_two_handed_weapons, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_pickup_haptic_level, 0.2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_pickup_haptic_level, 0.2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_quake_haptic_level, 0.8, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_quake_haptic_level, 0.8, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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@ -27,6 +27,7 @@
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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#include <QzDoom/VrCommon.h>
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#include "templates.h"
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#include "templates.h"
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#include "doomtype.h"
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#include "doomtype.h"
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#include "doomdef.h"
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#include "doomdef.h"
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@ -198,6 +199,8 @@ bool P_Teleport (AActor *thing, DVector3 pos, DAngle angle, int flags)
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// [BC] && bHaltVelocity.
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// [BC] && bHaltVelocity.
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if (telezoom && thing->player->mo == thing && !(flags & TELF_KEEPVELOCITY))
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if (telezoom && thing->player->mo == thing && !(flags & TELF_KEEPVELOCITY))
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thing->player->FOV = MIN (175.f, thing->player->DesiredFOV + 45.f);
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thing->player->FOV = MIN (175.f, thing->player->DesiredFOV + 45.f);
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resetDoomYaw = true;
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}
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}
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}
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}
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// [BC] && bHaltVelocity.
|
// [BC] && bHaltVelocity.
|
||||||
|
|
|
@ -41,7 +41,7 @@ const char *GetVersionString();
|
||||||
|
|
||||||
/** Lots of different version numbers **/
|
/** Lots of different version numbers **/
|
||||||
|
|
||||||
#define VERSIONSTR "DrBeef's QuestZDoom-1.0.0 (LZDoom 3.83a)"
|
#define VERSIONSTR "DrBeef's QuestZDoom-1.0.1 (LZDoom 3.83a)"
|
||||||
|
|
||||||
// The version as seen in the Windows resource
|
// The version as seen in the Windows resource
|
||||||
#define RC_FILEVERSION 3,83,1
|
#define RC_FILEVERSION 3,83,1
|
||||||
|
|
|
@ -2280,6 +2280,9 @@ OptionMenu VRHUDOptions protected
|
||||||
StaticText ""
|
StaticText ""
|
||||||
StaticText "HUD"
|
StaticText "HUD"
|
||||||
Slider "VR HUD Scale", "vr_hud_scale", 0.05, 1.0, 0.05, 2
|
Slider "VR HUD Scale", "vr_hud_scale", 0.05, 1.0, 0.05, 2
|
||||||
|
ScaleSlider "VR HUD Item Scale", "hud_scale", -1.0, 8.0, 1.0, "$SCALEMNU_USEUI", "$SCALEMNU_USEFS"
|
||||||
|
ScaleSlider "VR Alt-HUD Item Scale","hud_althudscale", 0.0, 8.0, 1.0, "$SCALEMNU_USEUI"
|
||||||
|
StaticText ""
|
||||||
Slider "VR HUD Stereo Effect", "vr_hud_stereo", 0.0, 5.0, 0.1, 2
|
Slider "VR HUD Stereo Effect", "vr_hud_stereo", 0.0, 5.0, 0.1, 2
|
||||||
Slider "VR HUD Pitch Rotate", "vr_hud_rotate", 0.0, 50.0, 1.0, 2
|
Slider "VR HUD Pitch Rotate", "vr_hud_rotate", 0.0, 50.0, 1.0, 2
|
||||||
Option "VR HUD Fix Pitch", "vr_hud_fixed_pitch", "OnOff"
|
Option "VR HUD Fix Pitch", "vr_hud_fixed_pitch", "OnOff"
|
||||||
|
@ -2301,19 +2304,24 @@ OptionMenu VROptionsMenu protected
|
||||||
Title "VR OPTIONS"
|
Title "VR OPTIONS"
|
||||||
|
|
||||||
StaticText "Misc"
|
StaticText "Misc"
|
||||||
Slider "Height Adjust", "vr_height_adjust", 0.0, 1.0, 0.01, 2
|
Slider "Height Adjust", "vr_height_adjust", -0.5, 1.0, 0.01, 2
|
||||||
|
|
||||||
StaticText ""
|
StaticText ""
|
||||||
StaticText "VR Controls"
|
StaticText "VR Controls"
|
||||||
Option "Control Scheme", "vr_control_scheme", "ControlScheme"
|
Option "Control Scheme", "vr_control_scheme", "ControlScheme"
|
||||||
Option "Switch Thumsticks", "vr_switch_sticks", "OnOff"
|
Option "Switch Thumsticks", "vr_switch_sticks", "OnOff"
|
||||||
|
Option "Use Secondary Button Mappings", "vr_secondary_button_mappings", "OnOff"
|
||||||
|
Option "Two Handed Weapons", "vr_two_handed_weapons", "OnOff"
|
||||||
Option "Off-hand Move Direction", "vr_move_use_offhand", "OffOn"
|
Option "Off-hand Move Direction", "vr_move_use_offhand", "OffOn"
|
||||||
|
StaticText ""
|
||||||
|
StaticText "Set Snap-Turn to < 10 for Smooth Turn"
|
||||||
Slider "Snap-turn Angle", "vr_snapTurn", 0.0, 90.0, 1.0, 2
|
Slider "Snap-turn Angle", "vr_snapTurn", 0.0, 90.0, 1.0, 2
|
||||||
|
|
||||||
|
StaticText ""
|
||||||
StaticText "Locomotion"
|
StaticText "Locomotion"
|
||||||
Option "Use Teleport", "vr_teleport", "OnOff"
|
Option "Use Teleport", "vr_teleport", "OnOff"
|
||||||
Slider "Walking Speed", "vr_move_speed", 5, 50, 1, 2
|
Slider "Walking Speed", "vr_move_speed", 5, 50, 1, 2
|
||||||
Slider "Run Multiplier", "vr_run_multiplier", 0.0, 4.0, 0.1, 2
|
Slider "Run Multiplier", "vr_run_multiplier", 0.0, 5.0, 0.1, 2
|
||||||
|
|
||||||
StaticText ""
|
StaticText ""
|
||||||
StaticText "Haptics"
|
StaticText "Haptics"
|
||||||
|
|
Binary file not shown.
Loading…
Reference in a new issue