Usable Entity Highlighting and Haptics

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Simon committed 2020-01-02 23:00:45 +00:00
1 parent 5d2d102f02
commit 20d7d7badb
6 files changed
+19 -20

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@@ -1,8 +1,8 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.drbeef.lambda1vr"
android:versionCode="17"
android:versionName="1.2.7" android:installLocation="auto" >
android:versionCode="18"
android:versionName="1.3.0" android:installLocation="auto" >
<!-- Tell the system this app requires OpenGL ES 3.1. -->
<uses-feature android:glEsVersion="0x00030001" android:required="true"/>
@@ -1410,6 +1410,7 @@ void VR_Init()
vr_comfort_mask = Cvar_Get( "vr_comfort_mask", "0.0", CVAR_ARCHIVE, "Use to reduce motion sickness, 0.0 is off, 1.0 is fully obscured, probably go with 0.7, anything less than 0.5 is barely visible" );
vr_legacy_ladders = Cvar_Get( "vr_legacy_ladders", "0", CVAR_ARCHIVE, "Set to 1 to use ladder climb direction based on HMD, otherwise off-hand controller angle is used" );
vr_controller_tracking_haptic = Cvar_Get( "vr_controller_tracking_haptic", "1", CVAR_ARCHIVE, "Set to 0 to disable haptic blip when dominant controller loses tracking" );
vr_highlight_actionables = Cvar_Get( "vr_highlight_actionables", "1", CVAR_ARCHIVE, "Set to 0 to disable highlighting of actionable objects/entities" );
//Not to be changed by users, as it will be overwritten anyway
vr_stereo_side = Cvar_Get( "vr_stereo_side", "0", CVAR_READ_ONLY, "Eye being drawn" );
@@ -21,6 +21,7 @@ convar_t *vr_weapon_backface_culling;
convar_t *vr_comfort_mask;
convar_t *vr_legacy_ladders;
convar_t *vr_controller_tracking_haptic;
convar_t *vr_highlight_actionables;
//Used and updated continuously during rendering
convar_t *vr_stereo_side;
@@ -139,7 +139,7 @@ Q_buildcommit will identify this build as release or "notset"
*/
const char *Q_buildcommit( void )
{
return "Lambda1VR-v1.2.7";
return "Lambda1VR-v1.3.0";
}
/*
@@ -50,10 +50,10 @@ public:
CMenuSlider gammaIntensity;
CMenuSlider glareReduction;
CMenuCheckBox fastSky;
//CMenuCheckBox fastSky;
CMenuCheckBox hiTextures;
CMenuCheckBox vbo;
//CMenuCheckBox bump;
CMenuCheckBox actionables;
CMenuCheckBox fps;
CMenuSlider height;
CMenuSlider vignette;
@@ -87,10 +87,10 @@ void CMenuVidOptions::GammaGet( void )
void CMenuVidOptions::SaveAndPopMenu( void )
{
glareReduction.WriteCvar();
fastSky.WriteCvar();
//fastSky.WriteCvar();
hiTextures.WriteCvar();
vbo.WriteCvar();
//bump.WriteCvar();
actionables.WriteCvar();
fps.WriteCvar();
height.WriteCvar();
vignette.WriteCvar();
@@ -190,13 +190,6 @@ void CMenuVidOptions::_Init( void )
vignette.SetDrawValue(true);
vignette.LinkCvar( "vr_comfort_mask" );
/*
bump.SetNameAndStatus( "Bump-mapping", "Enable bump mapping" );
bump.SetCoord( 72, 445 );
bump.LinkCvar( "r_bump" );
if( !EngFuncs::GetCvarFloat( "r_vbo" ) )
bump.SetGrayed( true );
*/
vbo.SetNameAndStatus( "Use VBO", "Use new world renderer. Faster, but causes issues with flashlight" );
vbo.SetCoord( 72, 495 );
vbo.LinkCvar( "r_vbo" );
@@ -205,9 +198,13 @@ void CMenuVidOptions::_Init( void )
vbo.bInvertMask = true;
vbo.iMask = QMF_GRAYED;
fastSky.SetNameAndStatus( "Draw simple sky", "enable/disable fast sky rendering (for old computers)" );
fastSky.SetCoord( 72, 545 );
fastSky.LinkCvar( "r_fastsky" );
actionables.SetNameAndStatus( "Highlight Usable Objects", "Enables highlighting of objects when they can be \"used\"" );
actionables.SetCoord( 72, 545 );
actionables.LinkCvar( "vr_highlight_actionables" );
//fastSky.SetNameAndStatus( "Draw simple sky", "enable/disable fast sky rendering (for old computers)" );
//fastSky.SetCoord( 72, 545 );
//fastSky.LinkCvar( "r_fastsky" );
hiTextures.SetNameAndStatus( "Allow materials", "let engine replace 8-bit textures with full color hi-res prototypes (if present)" );
hiTextures.SetCoord( 72, 595 );
@@ -227,12 +224,12 @@ void CMenuVidOptions::_Init( void )
AddItem( done );
AddItem( gammaIntensity );
AddItem( glareReduction );
//AddItem( bump );
AddItem( actionables );
AddItem( fps );
AddItem( vbo );
AddItem( height );
AddItem( vignette );
AddItem( fastSky );
//AddItem( fastSky );
AddItem( hiTextures );
AddItem( testImage );
}