- Duke: Fixed issue where for some sectors the weapon wouldn't appear to fire any projectiles
- Blood: Fixed 6DoF Pitch being based on headset angle
- Blood: Fixed 6DoF Z position being based on headset
- All games use 6DoF Z position as an offset from view position
commit 57ebeb79e2
Author: Simon <simonbrown77@googlemail.com>
Date: Thu Feb 16 22:07:38 2023 +0000
Fixed issue with FrameSetup being called in the wrong place
this seemed to limit the correctly submitted frames to 60 fps!
commit 16299b3f8a
Author: Simon <simonbrown77@googlemail.com>
Date: Tue Feb 14 20:51:03 2023 +0000
Get floor height offset correct for each game
commit fa74cf0559
Author: Simon <simonbrown77@googlemail.com>
Date: Tue Feb 14 20:37:29 2023 +0000
Clean exit on Pico & Quest
and gold tier patron credit screen
commit deb2c35988
Author: Simon <simonbrown77@googlemail.com>
Date: Mon Feb 13 22:22:29 2023 +0000
Number of small changed
- Hide crosshair if it isn't needed
- Don't draw black bar when drawing FPS counter
- added roll in to the weapon sprite
- If drawing full screen mode always use orthographic projection
commit f1a165add7
Author: Simon <simonbrown77@googlemail.com>
Date: Mon Feb 13 21:44:42 2023 +0000
FInal changes to get MV rendering correctly
commit 936f079db8
Merge: 06a99dbaff8c1f49e6
Author: Simon <simonbrown77@googlemail.com>
Date: Mon Feb 13 11:29:23 2023 +0000
Merge branch 'multiview' into direct-eye-buffers
commit 06a99dbafb
Author: Simon <simonbrown77@googlemail.com>
Date: Mon Feb 13 11:26:44 2023 +0000
Implementation using no additional frame buffers
commit f8c1f49e6f
Author: Simon <simonbrown77@googlemail.com>
Date: Sun Feb 12 11:19:27 2023 +0000
Failed attempt at multiview
* Changes to case 3 while visibly different, actually equates to the same algorithm for case 0.
* Revert case 3 back to original condition and send through 0 to `ZTranslateSector()` in `VDoorBusy()` if its 3 and we're not vanilla.
* Initial setup would cause a very abrupt stop when coming to the top of an elevator, such as the one in E1M5.
* This would continue for an abrupt fall, causing the floor to essentially give out underneath the player or a dude actor.
* Lengthened wave allows the wave to start off softly and finish softly, with the elevator fastest in the middle of motion.
* Fixes#778.
All map geometry npw uses texture IDs and no longer depends on Build's tile system.
(What's missing is a new map format, though, but this was a necessary prerequisite to make that worthwile...)
Especially make sure that it is never set to tile 0. There seems to have been some undefined behavior here treating 0 as 'no texture', but doing so inconsistently.