Commit Graph
146 Commits
Author SHA1 Message Date
Grant Bagwell a63608fed1 Update GLES3JNIActivity.java
RPG
2019-09-12 22:03:46 +02:00
Grant Bagwell 2f7ce0f172 Shotgun 2019-09-12 21:33:31 +02:00
Grant Bagwell d54a784425 Grenades 2019-09-12 14:16:00 +02:00
Grant Bagwell 0456599102 Merge branch 'master' of https://github.com/DrBeef/Lambda1VR 2019-09-12 13:02:29 +02:00
Grant Bagwell d6e3ef2f8b Model Files 2019-09-12 13:01:41 +02:00
Simon be4fa25cc4 Electrical Arcing renders the same in both eyes..
..Thank-you Max Vollmer for the fix!
2019-09-11 22:22:17 +01:00
Simon 8ab4c2f006 Multiple Changes..
- HUD icon to show player crouched ("Stealth")
- cvar to disable crouch mechanic
- height adjustment cvar
- flashlight model cvar
- Player height in game is now player height irl
- Reduce decal count for performance
2019-09-11 00:10:50 +01:00
Simon 7eace8b030 Update L1VR_SurfaceView.c
Fixes bug with screen layer being stuck
2019-09-08 22:35:58 +01:00
Simon c97dc06afd Update hlsdk-xash3d 2019-09-08 17:10:06 +01:00
Simon f8eccaf2b0 Physical Crouching based Duck
Crouch to less than 75% of your standing height and you will trigger in-game ducking mechanic.
2019-09-08 17:06:15 +01:00
Simon f09702003f Mirror gun model for left handed 2019-09-04 22:42:04 +01:00
Simon ec414fa099 Revert "Set World Scale to correct for Engine"
This reverts commit 72c3f390b6.
2019-09-04 22:39:06 +01:00
Simon 84d113618e Added placeholder for alt control scheme
Created alt control schemes (currently identical to default) for left and right, placeholders for VRTinker's implementation.
Refactored some of the common functionality.
2019-09-03 21:52:33 +01:00
Simon a234123486 Update hlsdk-xash3d 2019-08-30 13:54:20 +01:00
Simon 72c3f390b6 Set World Scale to correct for Engine
The Engine (which is a derivative of Quake) uses a very specific unit size:

Wolfenstein 3D, DOOM and QUAKE use the same coordinate/unit system:
8 foot (96 inch) height wall == 64 units, 1.5 inches per pixel unit
1.0 pixel unit / 1.5 inch == 0.666666 pixel units per inch

This make a world scale of: 26.2467
2019-08-18 11:04:06 +01:00
Simon 5414b72d4f Updated version number
Ensured Lambda1VR version is shown on menu screen. Future change will make this come from the application manifest, but for now it is hardcoded into the build.c
2019-08-14 23:05:10 +01:00
Simon 3cc2ee3e5e Removing models 2019-08-14 20:58:32 +01:00
Simon 15e5f89830 Death to Barnacles..!!
These changes fix the issue where you couldn't aim straight up with the gun.. Barnacles are now not so hard to shoot!
2019-08-13 22:39:30 +01:00
Grant Bagwell 40ff057365 Fixed Grenade throwing animation 2019-08-13 00:42:39 +02:00
Grant Bagwell 5315501a52 Added Lambda
Will probably remove
2019-08-13 00:22:35 +02:00
Grant Bagwell 32ada9af25 New Torch Model 2019-08-13 00:15:42 +02:00
Simon 52681c701b Merge branch 'master' of https://github.com/DrBeef/Lambda1VR 2019-08-12 21:48:50 +01:00
Simon b889f6fae7 Removed glow effect from flashlight.. 2019-08-12 21:48:34 +01:00
Grant Bagwell 4e20ea7a35 Placeholder Torch Model 2019-08-12 22:44:48 +02:00
Simon 341c3e18cf Update hlsdk-xash3d 2019-08-12 21:09:26 +01:00
Simon 75cb6dff28 Use the new flashlight model 2019-08-12 21:09:13 +01:00
Simon 0506efbd16 Fix build break 2019-08-12 08:18:49 +01:00
Simon b08623ddf7 WIP: Flashlight Model Changes 2019-08-12 08:09:43 +01:00
Simon 810968b8c4 WIP: Flashlight Model Changes 2019-08-12 08:08:40 +01:00
Simon db458364b2 update HLSDK - Flashlight 2019-08-09 19:35:09 +01:00
Simon 36f9431662 Implemented Flashlight in Offhand
It's a cockroach flashlight until there's a proper model
2019-08-09 19:34:31 +01:00
Simon f68780eaab update HLSDK - Crowbar Incline to 45 degrees 2019-08-09 07:55:48 +01:00
Simon 1ab92aeaac Additional minor fixes for shutdown code 2019-08-09 07:48:08 +01:00
Simon ed91c86d05 update HLSDK - Fix Egon Beam 2019-08-09 07:47:32 +01:00
Simon 1442ea4450 update HLSDK - Crowbar incline 2019-08-08 17:23:37 +01:00
Grant Bagwell 0fe5203b7b Typo plus fixed aim on crossbow and gauss 2019-08-08 17:05:10 +02:00
Grant Bagwell 471e6bbe7d Rest of the Guns (1st pass) 2019-08-08 16:49:27 +02:00
Grant Bagwell bdd725fa54 Added Weapons based upon Overhaul Pack 2019-08-08 15:18:25 +02:00
Simon 8e948bfce1 update HLSDK - Laser Aim changes 2019-08-07 22:21:53 +01:00
Simon 2d3cab2dc1 update HLSDK 2019-08-07 21:39:55 +01:00
Simon 35f9d90a37 Updates to th weapon models
Removing the use of Formic's weapon models, gradually adding weapon
models created by baggyg
2019-08-07 21:38:35 +01:00
Simon b615b5c2e4 Changed type of CVAR
In case this was responsible for the FPS drops.. I am seeing the same
performance now as on 1.0.3
2019-08-07 09:02:29 +01:00
Simon eb4f443c5a Extended method for adding control schemes
Expedited due to VRTinker's changes requiring additional control scheme
slots
2019-08-06 18:21:46 +01:00
Simon 47680eb606 update HLSDK 2019-08-06 17:55:31 +01:00
Simon 46236792a4 Fixed accidental over super-sample 2019-08-06 17:53:56 +01:00
Simon bbac3447f4 update HLSDK weapon stab 2019-08-06 10:56:13 +01:00
Simon e23bea4fc4 Weapon Stabilisation - Reduce projectile spread
When stabilising the weapon the spread of projectiles is reduced by 40%,
makes it worth the bother of supporting the weapon
2019-08-06 10:52:37 +01:00
Simon 00f06081a1 added debug keystore
got fed up of it disappearing..
2019-08-05 18:39:26 +01:00
Simon b1970aeb4c Warping improvement
very slight FOV reduction seems to help.. but maybe that is just me.
2019-08-05 18:32:37 +01:00
Simon 8296398e38 Fixes FPS issue and hopefully "warping"
To fix warping I have:
1. Created a symmetrically sized render target, wish I'd done this in
the first place! it takes a bit of the guess work out of one of the
projection matrices (for the timewarp layer) which may have been the
cause of the "warping"
2. Added a very rudimentary neck model..
basically just translate the eyes forwards a little so when you spin
your head they aren;t rotating around a central axis between the eyes,
but in more of a neck position. The positional tracking should have been
handling this, but maybe it wasn;t quite enough
2019-08-05 17:10:05 +01:00