Commit Graph
221 Commits
Author SHA1 Message Date
Stefan MaierandClaude Opus 5.5 7c6fa07cb5 Merge upstream 2026-10-12: network version 28, map sharing, pregame lobby, body and BSP fixes
Conflicts:
- rasterizer.h: upstream raised the transparent geometry groups to 2048
  as we had (halo_port_capacity.h); theirs.
- d3d8_gl.c: the ES capabilities' log with upstream's base vertex and our
  multiview.
- p2p.c, p2p_internal.h, p2p_signal.c: upstream's several joins and
  reconnect, with our join codes' state and the codes' and public list's
  updates each pass.
- network_server_manager.c: a machine downloading the map is not refused,
  and the bots' room logic stays.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 11:23:08 +02:00
bnunu 173248fd8e Merge pull request #299 from innerhat-dev/overshield-drain-testing
An overshield's drain is not a shield hit, and a second weapon is readied
2026-10-11 20:02:20 -04:00
justinfilip 2598dbe8b6 An overshield's drain is not a shield hit, and a second weapon is readied. 2026-10-11 18:34:17 -05:00
justinfilip d6df944886 Bring a co-op team inside with a scripted teleport.
Campaign scripts only name two players, so a large group was left on the beach when Truth and Reconciliation's grav lift switched into the ship.
2026-10-11 18:27:24 -05:00
Stefan MaierandClaude Opus 5.5 74bdffb957 Merge upstream 2026-10-11: network version 26, first-person legs and shield flare, web port, fixes
Conflicts:
- render_objects.c: upstream's first-person legs and our VR body share one
  node_matrices (ours no longer shadowed it); upstream's legs never in VR
  (first_person_legs_wanted: set back behind a flat view's eye, they would
  stand behind the player; the VR body is vr.body "full").
- AndroidManifest.xml: upstream's ':game' process left out (the Steam
  Frame's Lepton waits for the app's process to end; the headsets have no
  Java heap over the Xbox window); HaloApplication kept, idle without it.
- xinput_sdl.c: the touch controls and the web port's, never in VR; the
  controllers' rumble in VR before the phone's.
- d3d8_gl.c: multiview's uniforms and upstream's blend constant, both.
- build.yml: Android only; upstream's web and pages jobs off.
- README.md: ours; upstream's in docs/OPENCE_README.md.
- menu_tags.c: our VR pause-list fit dropped: upstream now spaces the rows
  30 apart and moves the button hints below them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 14:04:08 +02:00
MrBruh fb97e52663 Stale player handles forgotten in the port's loop (#250) 2026-10-11 11:54:50 +13:00
eltanschauung 6ea142ceee Fix co-op stale player handle crash 2026-10-10 15:30:31 -04:00
Stefan MaierandClaude Opus 5.5 b6a943f1a6 Merge upstream 2026-10-10: network version 25, touch controls, in-game settings, FOV options, voice chat, votekick
248 OpenCE commits (network version 25): touch controls and touch menus for
phones, single-player in-game Settings, opt-in FOV/viewmodel settings, voice
chat and votes to kick, lens flare culling, memory leak fixes (render
targets, gamepads, the Android audio stream), profiling builds, the
HALO_ANDROID split into HALO_ARM64_GUEST / HALO_GLES / HALO_ANDROID.

Conflicts and how they were resolved:
- README.md: ours kept whole. Upstream's README changes (portable build,
  profiling builds) went into docs/OPENCE_README.md: upstream's new text
  with our header note, links rewritten to ../ and our "made from your own
  copy" wording.
- port/android/README.md: both merged; upstream's touch, WSL and save
  notes taken, with our application id in every adb path; our VR section,
  signing.properties and wording kept; the stale "How it works" list
  dropped as upstream dropped it.
- Launcher icons (mipmap-*/ic_launcher_foreground.png, art/android-icon.png):
  ours (the Ringfall art). Upstream's helmet monochrome layers,
  drawable/ic_launcher_background.xml and its ic_launcher.xml were left out;
  our ic_launcher.xml, values/ic_launcher_background.xml and
  tools/android_icon.py stay. (port/assets/icon and tools/app_icon.py come
  in for the desktop builds' window icon only; do not run app_icon.py, it
  would write the helmet into the Android resources.)
- port/android/host/host_main.c: both config helpers kept, and upstream's
  emulator write tracking (native_bridge_active); upstream's display width
  block dropped in favour of ours (640 in VR) and its display density for
  the touch controls moved into our flat (non-VR) branch.
- port/linux/game/menu_functions.c: platform_text_field(typing, password)
  from upstream; the VR keyboard launch for text fields kept after it.
- port/linux/game/network_distributed.c: upstream's profile_scope wrappers,
  with network_vr_tick and bots_tick kept in their places.
- port/linux/src/dsound_sdl.c: both (our debug.audio_log, upstream's
  audio.output_device).
- port/linux/src/port_config.c: our temp-and-rename config write kept,
  under upstream's HALO_ARM64_GUEST (it is guest file I/O).
- port/linux/src/sdl_platform.c/.h: upstream's (Android menu pointer from
  the touchscreen, Steam keyboard, scoreboard pointer); our quit marker for
  the Steam Frame launcher, clipboard_seen and VR frame hooks kept. Our
  flat-mouse menu pointer (an emulator aid) is replaced by upstream's touch
  pointer, which also drives the menus on the emulator.
- port/linux/src/d3d8_gl.c: halo_ui_pointer_update is upstream's, with the
  VR controller ray taking over while VR is active (the touchscreen then
  is not the pointer); our persistent-buffer writes kept for stream and
  index uploads, now writing upstream's exact length and under HALO_GLES
  like the code around them (stream_reserve, index_upload, mirror_refresh
  too); multiview uniforms stay under HALO_ANDROID, the counter binding
  under HALO_GLES. Visibility counters: ours kept (the snapshot ring with
  multiview views, host_gl_counters_snapshot) over upstream's per-frame
  glCopyBufferSubData into counter_snapshots: ours reads finished frames
  without stalling and counts both eyes' samples once; upstream's
  desktop query batches come in unchanged.
- port/linux/src/xinput_sdl.c: both (VR controllers and touch controls).
  In VR the touch controls neither show nor act (touch_input_gamepad,
  touch_input_controls, touch move/look skipped); rumble goes to the
  controllers in VR, to the phone otherwise.
- source/interface/first_person_weapons.c: both (VR scope pass check and
  display.viewmodel_visible).
- source/interface/ui_widget.c: upstream's reworked menu targets taken
  (ui_mouse_fit_button_targets, merged rows, widened values), which do
  what our icon_x0 key picking and the 12-unit value arrows did; our VR
  label distance (25) kept, and a VR ray counts as a coarse pointer, so it
  gets the taller legend areas and the widened values (not the merged
  rows: a row's label still presses A). Our join code and VR options
  panels kept; their early return now forgets the frame's targets too.
  The on-screen keyboard: upstream's virtual_keyboard_click for taps and
  the mouse, ours (hover highlights the key) for the VR ray only.
- source/main/main.c: both (VR phases around upstream's profile scopes).

VR guards for new upstream features:
- view_fov.c: display.fov, display.viewmodel_fov and
  display.viewmodel_visible do nothing while VR is active (the headset
  gives each eye's frustum; the weapon is in the hand).
- Touch controls: off in VR (xinput_sdl.c), the menus' touch pointer too
  (d3d8_gl.c); the overlay stays hidden as the game never reports a scene.
- Lens flare culling (744040c8, b1a71709) uses global_window_parameters'
  frustum, which in VR is each eye's (per-eye passes) or the union frustum
  of the multiview centre camera: no change needed.
- In-game Settings: VR options still open with Y on the main and pause
  menus (checked flat with debug.vr_options).
- The back button change (enableOnBackInvokedCallback=false) keeps the
  legacy KEYCODE_BACK path, which targetSdk 35 already had: no change on
  Quest or Frame.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 08:51:46 +02:00
xshxdex98 5d5b5dd35e Custom Edition maps: HUD sounds, dialogue variants and camouflage on odd tag data
Three engine checks no longer stop the game on data Halo PC tolerated:
HUD sounds with no tag, dialogue variants with no dialogue, and non-model
shaders under camouflage (an environment shader on a first-person weapon:
not drawn while camouflaged rather than misread as a model shader).

These three only: OpenCE already had the commit's other repairs (protected
maps, node trees, scripts that fail to load, HUD meters and digits, object
functions, collision edges, weapon lists, more than 16 dialogue variants),
some made another way, and has no 64-bit build for its script stacks.

(cherry picked from commit d15b6ca913266b984966897e1be4e24c69a75b30)
2026-10-10 13:59:04 +13:00
xshxdex98 7df9be7785 Give unset locals values, and drop the decompiler's dated audit notes
25 notes ("left unassigned only by this default arm ... approval pending,
2026-09-27 audit") argued that a variable was never read unset. Where the
arm ends in system_exit they were right and simply go. A release build's
assertions return, though, so where the arm only asserts the variable now
starts with a value (a Custom Edition map's HUD data can reach hud_draw's).
A failed map precache reads as failed.

rasterizer_debug_drawing_begin had two declarations, one with an argument
its definition never takes; it now has one, and the port's macro papering
over the mismatch is gone.

(cherry picked from commit 74f8a048e4c3cc7dbc4b050dd41a8bae912bb367)
2026-10-10 12:53:22 +13:00
xshxdex98 60cd1254d6 Fix the decompiled code's latent bugs, and say plainly what is kept
Uninitialised locals get values (debug vertex, datastore result, index
buffer, map tool direction, AI entry points, escape alignment, grenade aim
from a vehicle, game options descriptions, unreachable switch arms), the
AI's squad and platoon records move whole, a speech cause point is read,
the geosphere's out-of-memory path frees itself, a console cond clause
without a result is refused, and the crash reporter rejects truncated map
files. Gameplay the original game has, kept so it plays the same, is noted
in a line rather than a page.

(cherry picked from commit 75afc4a1e57af2ba697e8be0e33b2afeee7639f8)
2026-10-10 12:53:22 +13:00
MrBruh 08d91f82fa Animation enhancements behind game.enhanced_animations, node count kept (#144)
The enhancements are on unless config.toml's game.enhanced_animations (HALO_ENHANCED_ANIMATIONS) turns them off; the setting is not in the menus. unit_preprocess_node_orientations sets model_node_count again before the fitting checks use it, as it did: the PR had removed it, which left it unset for every unit. models.h for model_finds_node, and the PR's indentation and spacing as the files'.
2026-10-09 21:48:56 +13:00
MrBruh 31435ab6cc Merge pull request #144 from RockBooch13624/cyborg-animation-enhances
Improve grenade throw and vehicle rider animations
2026-10-09 21:37:30 +13:00
Stefan MaierandClaude Opus 5.5 a167de3873 Merge upstream 2026-10-08: network version 24, Custom Edition maps, positional stereo sound, fixes
Conflicts:
- d3d8_gl.c, xgpu.h: upstream's own snapshot ring for the visibility
  counters left out for ours (host_gl_counters_snapshot, the same idea,
  tried on both headsets, which also halves multiview's counts; its copy
  already has the memory barrier upstream added); both declarations kept.
- rasterizer_xbox.c: the mirrored skinning's winding and upstream's
  many-node matrices, both.
- main.c, network_server_manager.c: both (bots' machines and a lone host
  may count down).
- android_build.py: the OpenXR loader and upstream's SDL mouse patch
  (another SDL file than ours), both.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 21:01:08 +02:00
xshxdex98 4935052857 Leave the host's falling bipeds to the host on a client
A client ran biped_falling_damage's outside-the-world erase on the host's
AI bipeds too: object_delete refuses them there (network_objects_may_delete),
so nothing was erased, but each was logged as erased. On a co-op client of a
crowded game that was hundreds of false warnings. The host erases them, and
its delete reaches the clients.
2026-10-07 14:59:38 -05:00
Stefan MaierandClaude Opus 5.5 448a5d5353 Merge upstream 2026-10-07: network version 21, co-op and netcode fixes, renderer speed-ups, hardening
Conflicts: port_config.c (both sides' debug settings), hud_weapon.c (the
VR crosshair filter before upstream's state index check),
first_person_weapons.c (the VR arms kept; upstream's animation node check
added, and its node count limit applied to the VR arms too).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 12:42:13 +02:00
RockBooch 1860a94813 All animation fixes only applied to cyborg and cyborg_mp
All animation fixes only applied to cyborg and cyborg_mp
2026-10-07 02:16:40 -04:00
RockBooch d07ef9d92b Merge remote-tracking branch 'upstream/main' into cyborg-animation-enhances 2026-10-06 23:14:16 -04:00
RockBooch a2166da352 Update units.c
Improve grenade throw and vehicle rider animations

Keep the legs moving during grenade throws, blended by speed and direction, with smooth stops
Stay crouched when throwing while crouched
Use the floating jump pose when throwing in mid-air
Keep Warthog and Scorpion riders seated when throwing
Release the Scorpion grip IK during throws and reloads
Borrow the standing reload for Scorpion seats that have none
Let players turn their body while throwing (bipeds.c)
2026-10-06 22:53:03 -04:00
MrBruh d7efd3934a Validate map tags before loading 2026-10-07 12:01:09 +13:00
Stefan MaierandClaude Opus 5.5 9d6b980ba6 Merge upstream (OpenCE 9e4f8a2d): performance with many enemies, co-op fixes, anti-aliasing, per-pixel lighting, shadow resolution, reverb, password lobbies, network version 20
Conflicts: d3d8_gl.c (multiview variants kept beside the per-pixel lit
shaders: shader[4] and lit_shader[4], vertex_shader_get takes both;
multiview targets before multisampling; the picture read resolves both),
nv2a_vsh.c/xgpu.h (lighting and multiview parameters), render.c (no
anti-aliasing pass on VR eye passes), dsound_sdl.c, p2p.h.
VR: anti-aliasing off (the eyes go to the headset from their textures);
the VR online list skips password games (the server browser asks).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 09:29:14 +02:00
RockBooch abae0d0928 Update bipeds.c
Turn around while throwing grenade no longer locks until animation is over
2026-10-06 02:47:45 -04:00
RockBooch fd7f2d30b6 Update units.c
Blend leg directions and ease the stop during grenade throws
2026-10-06 02:27:29 -04:00
MrBruh 62fa7e13ef Co-op player collisions option 2026-10-06 17:03:38 +13:00
RockBooch 29a2a1945a Merge remote-tracking branch 'upstream/main' into cyborg-animation-enhances 2026-10-05 23:13:09 -04:00
RockBooch 102e093436 Update units.c
Keep legs moving during grenade throws
2026-10-05 22:20:57 -04:00
xshxdex98 1e74e9b03e Co-op scripts: follower actions named, the skip's revert plainer
What the followers of player0 do (teleport, suspend, get out, board) is a
function each in coop_scripts.c, so every engine hook is one call. The
cutscene skip reverts only in a local game or on a co-op host, written as
two plain branches; a non-co-op network host no longer reverts alone.
2026-10-05 13:10:29 -05:00
xshxdex98 8e6b9a211e Co-op: triggers, cutscenes and failed missions work for every player
The campaign scripts only run on the host, against every player's unit,
but some of their habits assumed split-screen:

- volume_test_objects_all on the players waited for every player in the
  volume at once: the Maw's bridge cutscene, a30's Pelican pickups. In
  co-op one player arriving is enough now.
- Scripts name players as player0 and player1, so everyone past the
  second was left out of what they did: Pelican loads (a30's pickups,
  insertions), getting out, cutscene teleports and freezes, starting
  profiles. Those players now follow player0 (coop_scripts.c).
- A cutscene filmed far from every player (b30's sword Elite at the
  shaft door) wasn't active on clients: the cluster the scripts force
  active (object_pvs_activate) now rides in the presentation's spare
  bytes, and what the host's camera films is sent to clients as often as
  what is next to their players.
- A mission the scripts fail (d40's timer, a50's Keyes) only respawned the
  players, leaving them in the failure cutscene for good. It now reverts
  like the cutscene skip does; everyone dying still respawns at the last
  checkpoint. The scripts' game_revert reverts the same way.

The network version is unchanged: the presentation keeps its size, and a
host without the active cluster sends zeroes, which read as none.
2026-10-05 12:43:48 -05:00
Stefan MaierandClaude Opus 5.5 fc2b6551ca Merge upstream (OpenCE 13c14df9): online co-op campaign, online split screen, network version 16
Upstream's online co-op (network_actors.c, network_coop.c) ticks beside the
VR port's VR relay and bots; its message types end at 77, below the VR
port's from 240. The look and move flags the action test reads moved into
player_control_action_test_note: the head's turning goes there too. The
vertex shader's screen-space undo is upstream's on every platform now, with
the multiview eye offset after it on Android. The APK carries upstream's
brokers.txt beside the FDM layer stub; the updaters keep the VR port's own
repository (upstream's now points at OpenCommunityEdition/OpenCE).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 16:22:05 +02:00
xshxdex98 862d88737e Co-op: Flood bodies get up on clients; dropship doors open and close there
- A body the host's unit got back up from (a Flood combat form feigning
  death) gets up on the clients too, instead of its ragdoll being dragged
  about. The resurrection is one function both use (unit_port_resurrect).
- The scripts' unit_open and unit_close go to the clients, so dropships'
  doors aren't left open there.
2026-10-05 06:36:27 -05:00
MrBruh a38ede078a Co-op extra enemies per player 2026-10-05 23:25:15 +13:00
MrBruh 01586cfebf Merge pull request #89 from xshxdex98/coop-campaign 2026-10-05 20:29:19 +13:00
MrBruh de52060644 Host takes grenade damage only from grenades thrown 2026-10-05 19:54:33 +13:00
xshxdex98 8194c5a00b Online co-op: play the campaign together over LAN and the internet
Hosting a co-op level from the Map screen (CO-OP CAMPAIGN, a level and its
difficulty, then Server Setup) makes a network game on the campaign map
with no game engine, which is what co-op is. Only the host runs the
scripts and the AI; port/linux/game/network_coop.c sends clients what the
scripts do (cutscenes, camera, fades, HUD, sounds, devices, named objects,
animations), and network_actors.c drives the host's AI units on every
machine. Players spawn beside each other, respawn beside a safe teammate,
and spectate while dead or waiting. Skipping a cutscene is a vote.
Players can join a game in progress at any time.
2026-10-05 00:31:30 -05:00
Stefan MaierandClaude Opus 5.5 57cdbd8f80 Merge upstream (cybersecurity/halo-ce-universal 193cbf59): server browser, split-screen co-op
Upstream's server browser of public internet games (p2p_lobby.c) and the VR
port's own public list share the brokers: its topics are a table now, and
the VR port's (join codes' and public games') are entries of it; the VR
port's retained publishes carry MQTT 5's empty properties. The VR port's
public toggle lists the game in the server browser too, and the VR online
panel shows the server browser's games (PC, phones, VR) first, joined by
their invites, then its own list's that it has not.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 13:47:29 +02:00
Stefan MaierandClaude Opus 5.5 fe160e9dbe Bots man turrets while an enemy is about
A turret near a bot (15 world units) is manned while an enemy is within 35
of it, and left once there has been no one to shoot for ten seconds; at it
the bot aims and fires as at a vehicle's gun. The map's vehicles are named
in the log once a game.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 11:23:49 +02:00
MrBruhandClaude Opus 5.5 d3fc997fdc Ready walked-over weapons, swap out the selected one
In multiplayer a second weapon is picked up into the empty slot on
walking over it and readied, as in campaign; a client readies the
weapon the host says it picked up once it has it. A swap drops the
weapon the player selected, not the one still in hand mid-switch.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-04 20:47:06 +13:00
thelinkin3000andClaude Opus 5.5 ce77db8404 Leave an unarmed melee alone where the map has no multiplayer weapons
A player with no weapon, whose biped has no blow of its own, borrows the
melee of the globals' first multiplayer weapon. A campaign map's globals
list no multiplayer weapons, and a10 starts the player unarmed, so a melee
in the cryo tube's tutorial asked for element 0 of an empty block and
halted in tag_groups.c. With no multiplayer weapon there is no blow to
borrow, and the melee does what the game's always did there: nothing.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 06:22:42 +00:00
MrBruh 1a15a171ac No unarmed grenades or melee from vehicle seats 2026-10-04 17:54:34 +13:00
MrBruh 933aac6175 No map weapons option, grenades with no weapon 2026-10-04 10:44:37 +13:00
Stefan MaierandClaude Opus 5.5 12c97ffa85 Bots take vehicles: drive, man the gun, ride along; and race
A bot whose way is long takes an empty vehicle it can drive near it (a
Warthog, a Ghost, a Scorpion), walking to the driver's door and standing
there until the game offers the seat. Driving, it follows a vehicle's path
(from the vehicle's surface, wider, its steps further apart), turning a
Warthog or a Ghost by facing where it goes and pushing a Scorpion there from
where its gun faces; it runs an enemy down, circles one with a gunner
aboard, fires a Ghost's and a Scorpion's guns, backs off what it is stuck
on, roams between the map's spawn points, and gets out at the objective,
overturned, stuck again and again, or with an enemy close while it stands.
In a game of teams a bot mans the gun of a teammate's vehicle, a person's
first (or rides along with a person), aims and fires it, and gets out once
no one drives. Overturned vehicles near it are turned upright.

In a race a bot heads for the flag it is to touch next
(game_engine_race_next_flag), in a vehicle if it can have one.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 16:48:59 +02:00
MrBruh 23b542601f Unarmed melee and infinite grenades for any player count 2026-10-04 03:22:16 +13:00
Stefan MaierandClaude Opus 5.5 a9bbce5f7a Merge upstream (cybersecurity/halo-ce-universal c9ee319a): PC menus, network version 11
Upstream's PC menus are kept for the desktop; in VR the Xbox's stay, which
the VR port's join codes, game list, host options and keyboard pointer are
built into. config_write_integer now writes through upstream's config_write.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 15:11:07 +02:00
MrBruh c9ee319ab5 Add the PC menus 2026-10-04 01:56:45 +13:00
Stefan MaierandClaude Opus 5.5 35b90f26fc Send VR players' hands to the other machines
A new distributed message (_distributed_message_vr_poses, last in the
list so builds without it drop it) carries a VR player's controller aim,
muzzle offset, held grenade and last hand throw every tick: clients send
their own to the host, the host relays them with its own. Other machines
aim that player's weapon where the controller points, fire from the hand,
hold the grenade while the hand does and throw it as the hand threw it.
Damage stays the shooter's checked report; network version unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 18:58:52 +02:00
Stefan MaierandClaude Opus 5.5 02316c7f35 Merge upstream (92 commits) into the VR port
Upstream's own fixes replace two of ours: reclaiming ART's idle large
object space for the guest's fixed ranges (host_memory.c), and the audio
callback's gathering (host_sdl.c). Its consolidated headers take the VR
declarations (model_animation_definitions.h, render/render.h). The
updaters look at this repository's releases: the original's builds, made
without VR, must never replace this one (they share the package name).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 10:30:05 +02:00
Stefan MaierandClaude Opus 5.5 bcc40772f8 VR: the Scorpion's driver sees out over its hull
Like the Ghost's: the driver sits down in the hull (screenshot: the
compartment's inside). The raise applies to a vehicle's driver and gunner
only; riders on a tank's back sit on it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 15:27:33 +02:00
Stefan MaierandClaude Opus 5.5 75e7036b61 VR: eyes raised over a Ghost's hood, a Banshee, a Covenant gun's shield
Their collision models leave out what hid the view (screenshots: the
Ghost's hood arches over the rider's eyes, the Shade's shield sits at
them). The eyes now rise by a set height per kind of hull
(vr.ghost_eye_raise, vr.banshee_eye_raise, vr.turret_eye_raise), and at
least over the collision model's top.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 15:05:54 +02:00
Stefan MaierandClaude Opus 5.5 4ab1661ac5 VR: see out over a Ghost's, a Banshee's or a Covenant gun's hull
Their riders sit down in the hull, drawn from behind in the game; from the
rider's head the view met its inside. The eyes now rise to above the hull's
top over the head and up to 50 cm ahead of it (a downward ray against the
vehicle's own collision model), plus vr.enclosed_seat_clearance.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 14:52:35 +02:00
Stefan MaierandClaude Opus 5.5 e9e5984e11 VR: vehicles in first person, steered with the right stick
Seated, the view stays behind the player's own eyes (vr.vehicle_first_person)
and turns with the vehicle, smoothly between ticks (its interpolated
heading); the head looks around freely, and recentring faces the vehicle's
forward. A driver who steers by facing (jeep, boat, plane, scout, fighter)
steers with the right stick: aside up to vr.vehicle_steer_degrees off the
heading, up and down for pitch (vr.vehicle_pitch_degrees). Gunners, the
tank's driver and passengers aim with the right controller, and turn in
the seat with the stick. The crosshair and its distance follow the
vehicle's aim. While the vehicle turns the player, the eye images darken
from their edges (vr.comfort_vignette, host_xr_set_vignette).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 11:41:49 +02:00