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
To allow adding a "User map" item and prevent accidental reset of ongoing games, both the items for starting the campaign and the training map are now in a submenu.
This allows the game to go through the regular startup procedure common to all games, which in turn allows adding the "User map" item to the episode selection.
* In our older codebase before the input code was refactored, Exhumed's turning was broken and was only applying the base factor of 12, significantly slower than the other games.
* Upon doing some testing in PCExhumed, I noticed their turning was faster as when the counter meets its target, the turn value is shifted left by 2, effectively making it 48: b90417ed8e/source/exhumed/src/player.cpp (L336-L337)
* Removed this CVAR because of this.
* Reworked turning code so that pressing left+right together cancel each other out and that pressing both doesn't call `updateTurnHeldAmt(scaleAdjust)` twice.
* Redid turn averages factoring in Exhumed's speeds, rounded off values and stored in an enum for clarity.
* We don't know when we'll get multiplayer going, if at all as it depends on whether someone wants to step up and contribute to it. For now, let's not tease our players who may think it's on the horizon.