VGUI-Menu: friendList, chat backend, textview class proto SurfaceProps: Flesh impacts recognition PropData: BreakModels now use a bodyque to limit possible physics overhead PMove: falldamage, liquids can now be configured via external decl NSWeapon: added alternative punchangle based on springs, 'punchSpring X Y Z' in decl API: Team class management APIS NSPhysicsEntity: Optimised, optimised, optimised. New cvar: phys_lowspec. Scraping, impact effects etc have been added. More polish everywhere else
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641 B
Markdown
15 lines
No EOL
641 B
Markdown
# The XR Subsystem
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To support XR (which is the support for Virtual, Augmented or Mixed Reality output) we have a few routines that help deal with this.
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## Classes related to XR
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We have 3 NSXRInput class instances per ncClient class, which itself belongs to a NSXRSpace.
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### Head
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The head is an NSXRInput of type XR_INPUT_HEAD. Yes, a head is just like any other XR compatible controller. It has a gyro and it potentially has buttons the user can press.
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### Hands
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We have two hands available, that will identify themselves as XR_INPUT_LEFT or XR_INPUT_RIGHT respectively. These are your primary tools for interacting with the 3D world. |