mirror of
https://github.com/DrBeef/QuestZDoom.git
synced 2024-11-10 15:01:48 +00:00
Various cvar changes and HUD scaling improvement
also, prevent teleport once dead
This commit is contained in:
parent
cb747ae419
commit
ba2e853411
8 changed files with 35 additions and 17 deletions
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@ -1,8 +1,8 @@
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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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package="com.drbeef.questzdoom"
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android:versionCode="11"
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android:versionName="0.5.4" android:installLocation="auto" >
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android:versionCode="12"
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android:versionName="0.5.5" android:installLocation="auto" >
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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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@ -77,7 +77,7 @@ ADD_STAT(shadowmap)
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return out;
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}
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CUSTOM_CVAR(Int, gl_shadowmap_quality, 512, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CUSTOM_CVAR(Int, gl_shadowmap_quality, 128, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // default to 128 for VR
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{
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switch (self)
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{
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@ -43,7 +43,8 @@
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// externally settable lighting properties
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static float distfogtable[2][256]; // light to fog conversion table for black fog
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CVAR(Int, gl_weaponlight, 8, CVAR_ARCHIVE);
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CVAR(Int, gl_weaponlight, 0, CVAR_ARCHIVE); // Default to 0 for VR
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CUSTOM_CVAR(Bool, gl_enhanced_nightvision, false, CVAR_ARCHIVE|CVAR_NOINITCALL)
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{
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// The fixed colormap state needs to be reset because if this happens when
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@ -97,7 +98,7 @@ CUSTOM_CVAR(Int,gl_fogmode,1,CVAR_ARCHIVE|CVAR_NOINITCALL)
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if (self<0) self=0;
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}
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CUSTOM_CVAR(Int, gl_lightmode, 8 ,CVAR_ARCHIVE|CVAR_NOINITCALL)
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CUSTOM_CVAR(Int, gl_lightmode, 0 ,CVAR_ARCHIVE|CVAR_NOINITCALL) // Use Standard Sector Lighting for VR
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{
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int newself = self;
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if (newself > 8) newself = 16; // use 8 and 16 for software lighting to avoid conflicts with the bit mask
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@ -393,8 +393,10 @@ namespace s3d
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bool OculusQuestMode::GetTeleportLocation(DVector3 &out) const
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{
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player_t* player = r_viewpoint.camera ? r_viewpoint.camera->player : nullptr;
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if (vr_teleport &&
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ready_teleport &&
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(player && player->mo->health > 0) &&
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m_TeleportTarget == TRACE_HitFloor) {
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out = m_TeleportLocation;
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return true;
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@ -478,7 +480,7 @@ namespace s3d
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player->mo->AttackDir = MapAttackDir;
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}
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if (vr_teleport) {
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if (vr_teleport && player->mo->health > 0) {
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DAngle yaw((doomYaw - hmdorientation[YAW]) + offhandangles[YAW]);
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DAngle pitch(offhandangles[PITCH]);
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@ -73,15 +73,15 @@ CVAR(Float, vr_quake_haptic_level, 0.8, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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//HUD control
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CVAR(Float, vr_hud_scale, 0.3f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_hud_stereo, 1.5f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_hud_rotate, 13.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_hud_fixed_pitch, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_hud_stereo, 1.4f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_hud_rotate, 10.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_hud_fixed_pitch, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_hud_fixed_roll, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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//AutoMap control - Uses HUD settings by default, can be configured separately
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CVAR(Bool, vr_automap_use_hud, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_automap_scale, 0.3f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_automap_stereo, 1.5f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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//AutoMap control
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CVAR(Bool, vr_automap_use_hud, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_automap_scale, 0.4f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_automap_stereo, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_automap_rotate, 13.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_automap_fixed_pitch, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_automap_fixed_roll, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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@ -199,13 +199,13 @@ CUSTOM_CVAR(Float, fluid_gain, 0.5, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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currSong->FluidSettingNum("synth.gain", self);
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}
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CUSTOM_CVAR(Bool, fluid_reverb, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CUSTOM_CVAR(Bool, fluid_reverb, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // default to true for VR
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{
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if (currSong != NULL)
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currSong->FluidSettingInt("synth.reverb.active", self);
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}
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CUSTOM_CVAR(Bool, fluid_chorus, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CUSTOM_CVAR(Bool, fluid_chorus, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // default to true for VR
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{
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if (currSong != NULL)
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currSong->FluidSettingInt("synth.chorus.active", self);
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@ -78,8 +78,23 @@ CUSTOM_CVAR(Int, uiscale, 0, CVAR_ARCHIVE | CVAR_NOINITCALL)
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setsizeneeded = true;
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}
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int VR_GetUIScale(int altval)
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{
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int scaleval;
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if (altval > 0) scaleval = altval;
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else if (uiscale == 0)
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{
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scaleval = screen->GetHeight() / 320;
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}
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else scaleval = uiscale;
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return MAX(1, scaleval);
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}
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int GetUIScale(int altval)
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{
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return VR_GetUIScale(altval);
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/*
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int scaleval;
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if (altval > 0) scaleval = altval;
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else if (uiscale == 0)
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@ -95,7 +110,7 @@ int GetUIScale(int altval)
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int vmax = screen->GetHeight() / 200;
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int hmax = screen->GetWidth() / 320;
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int max = MAX(vmax, hmax);
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return MAX(1,MIN(scaleval, max));
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return MAX(1,MIN(scaleval, max));*/
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}
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// [RH] Stretch values to make a 320x200 image best fit the screen
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@ -41,7 +41,7 @@ const char *GetVersionString();
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/** Lots of different version numbers **/
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#define VERSIONSTR "DrBeef's QuestZDoom-0.5.4 (LZDoom 3.83a)"
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#define VERSIONSTR "DrBeef's QuestZDoom-0.5.5 (LZDoom 3.83a)"
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// The version as seen in the Windows resource
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#define RC_FILEVERSION 3,83,1
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