diff --git a/Projects/Android/AndroidManifest.xml b/Projects/Android/AndroidManifest.xml index 78cd14b..59eedff 100644 --- a/Projects/Android/AndroidManifest.xml +++ b/Projects/Android/AndroidManifest.xml @@ -29,7 +29,7 @@ android:launchMode="singleTask" android:screenOrientation="landscape" android:excludeFromRecents="false" - android:configChanges="screenSize|screenLayout|orientation|keyboardHidden|keyboard|navigation|uiMode"> + android:configChanges="density|screenSize|screenLayout|orientation|keyboardHidden|keyboard|navigation|uiMode"> diff --git a/Projects/Android/jni/src/Lambda1VR/L1VR_SurfaceView.c b/Projects/Android/jni/src/Lambda1VR/L1VR_SurfaceView.c index 95a3cc3..8447f12 100644 --- a/Projects/Android/jni/src/Lambda1VR/L1VR_SurfaceView.c +++ b/Projects/Android/jni/src/Lambda1VR/L1VR_SurfaceView.c @@ -825,13 +825,13 @@ void setHMDPosition( float x, float y, float z, float yaw ) { playerYaw = yaw; - if (vr_enable_crouching->integer) { + if (vr_enable_crouching->value > 0.0f && vr_enable_crouching->value < 0.98f) { //Do we trigger crouching based on player height? - if (hmdPosition[1] < (playerHeight * 0.8f) && + if (hmdPosition[1] < (playerHeight * vr_enable_crouching->value) && ducked == DUCK_NOTDUCKED) { ducked = DUCK_CROUCHED; sendButtonAction("+crouch", 1); - } else if (hmdPosition[1] > (playerHeight * 0.82f) && + } else if (hmdPosition[1] > (playerHeight * (vr_enable_crouching->value + 0.02f)) && ducked == DUCK_CROUCHED) { ducked = DUCK_NOTDUCKED; sendButtonAction("+crouch", 0); @@ -1325,7 +1325,7 @@ void VR_Init() vr_lasersight = Cvar_Get( "vr_lasersight", "0", CVAR_ARCHIVE, "Enables laser-sight" ); vr_fov = Cvar_Get( "vr_fov", "107", CVAR_ARCHIVE, "FOV for Lambda1VR" ); vr_control_scheme = Cvar_Get( "vr_control_scheme", "0", CVAR_ARCHIVE, "Controller Layout scheme" ); - vr_enable_crouching = Cvar_Get( "vr_enable_crouching", "1", CVAR_ARCHIVE, "Crouching irl triggers ducking in game" ); + vr_enable_crouching = Cvar_Get( "vr_enable_crouching", "0.85", CVAR_ARCHIVE, "To enable real-world crouching trigger, set this to a value that multiplied by the user's height will trigger crouch mechanic" ); vr_height_adjust = Cvar_Get( "vr_height_adjust", "0.0", CVAR_ARCHIVE, "Additional height adjustment for in-game player (in metres)" ); vr_flashlight_model = Cvar_Get( "vr_flashlight_model", "1", CVAR_ARCHIVE, "Set to 0 to prevent drawing the flashlight model" ); vr_mirror_weapons = Cvar_Get( "vr_mirror_weapons", "0", CVAR_ARCHIVE, "Set to 1 to mirror the weapon models (for left handed use)" ); diff --git a/Projects/Android/jni/src/Xash3D/xash3d/mainui/menus/Multiplayer.cpp b/Projects/Android/jni/src/Xash3D/xash3d/mainui/menus/Multiplayer.cpp index f9f43ec..ce858ec 100644 --- a/Projects/Android/jni/src/Xash3D/xash3d/mainui/menus/Multiplayer.cpp +++ b/Projects/Android/jni/src/Xash3D/xash3d/mainui/menus/Multiplayer.cpp @@ -72,13 +72,13 @@ void CMenuMultiplayer::_Init( void ) EngFuncs::CvarSetValue( "cl_predict", 1.0f ); EngFuncs::CvarSetValue( "menu_mp_firsttime", 0.0f ); - UI_PlayerIntroduceDialog_Show( &uiMultiPlayer ); + //UI_PlayerIntroduceDialog_Show( &uiMultiPlayer ); }); SET_EVENT_MULTI( msgBox.onNegative, { EngFuncs::CvarSetValue( "menu_mp_firsttime", 0.0f ); - UI_PlayerIntroduceDialog_Show( &uiMultiPlayer ); + //UI_PlayerIntroduceDialog_Show( &uiMultiPlayer ); }); msgBox.Link( this ); diff --git a/Projects/Android/jni/src/hlsdk-xash3d b/Projects/Android/jni/src/hlsdk-xash3d index ded2e78..91f8ef9 160000 --- a/Projects/Android/jni/src/hlsdk-xash3d +++ b/Projects/Android/jni/src/hlsdk-xash3d @@ -1 +1 @@ -Subproject commit ded2e78f9064a5b5bc2be3935614505446e2146c +Subproject commit 91f8ef9a7b795c716a9d5211af35430976ea98c7 diff --git a/java/com/drbeef/lambda1vr/GLES3JNIActivity.java b/java/com/drbeef/lambda1vr/GLES3JNIActivity.java index b838d41..d48ae06 100644 --- a/java/com/drbeef/lambda1vr/GLES3JNIActivity.java +++ b/java/com/drbeef/lambda1vr/GLES3JNIActivity.java @@ -209,11 +209,8 @@ import static android.system.Os.setenv; copy_asset("/sdcard/xash/valve/", "models/v_crossbow.mdl", true); copy_asset("/sdcard/xash/valve/", "models/v_egon.mdl", true); copy_asset("/sdcard/xash/valve/", "models/v_gauss.mdl", true); - copy_asset("/sdcard/xash/valve/", "models/v_grenade.mdl", true); copy_asset("/sdcard/xash/valve/", "models/v_hgun.mdl", true); - copy_asset("/sdcard/xash/valve/", "models/v_rpg.mdl", true); - copy_asset("/sdcard/xash/valve/", "models/v_shotgun.mdl", true); copy_asset("/sdcard/xash/valve/", "models/v_squeak.mdl", true); copy_asset("/sdcard/xash/valve/", "models/v_tripmine.mdl", true); copy_asset("/sdcard/xash/valve/", "models/v_torch.mdl", true);