Grant Bagwell
a63608fed1
Update GLES3JNIActivity.java
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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..
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..Thank-you Max Vollmer for the fix!
2019-09-11 22:22:17 +01:00
Simon
8ab4c2f006
Multiple Changes..
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- 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
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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
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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"
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This reverts commit 72c3f390b6 .
2019-09-04 22:39:06 +01:00
Simon
84d113618e
Added placeholder for alt control scheme
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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
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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
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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..!!
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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
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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
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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
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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
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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
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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
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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
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got fed up of it disappearing..
2019-08-05 18:39:26 +01:00
Simon
b1970aeb4c
Warping improvement
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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"
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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