The Frame runs Android apps in a container (Lepton) that has no OpenXR
loader broker, so the APK needs its own loader. This adds a "frame" build
type: ./gradlew assembleFrame.
It's release plus:
- applicationId .frame, minSdk 30 (the container is Android 11)
- a manifest overlay that drops the headtracking requirement and the
Quest/Pico metadata, since the install fails with it
- the Khronos loader 1.1.63, fetched from Maven Central at build time,
checked against a SHA-256 and unpacked into build/ (not committed)
- L1VR_STEAM_FRAME for the native code, BuildConfig.STEAM_FRAME for Java
Quest builds don't see any of this. I also added the gradle wrapper script
to Projects/Android, since the wrapper jar and properties were already
there, and -Wall for the VR sources.
Haven't run it on the headset yet.
- Update version to 1.5.0
- Ability to select refresh rate in Video Options
- Changed deadzones for controllers
- Updated to build against latest Mobile SDK 1.50
- Enabled Extra Latency Mode
- Building against NDK 21.0.6113669
- Removed hacky use of LOAD_GLES2 and use gl4es properly
- Added Team Beef to Credits
- Correct some bad C
You can now define a selection of commands to run on the console in a commands.lst file. These will be placed in the Console Commands menu.
This is particularly useful if you a) just want to cheat or b) need to skip a scene or to a particular map because a mod isn't working correctly.
- Don't ask player name in multipler (just use config.cfg)
- Don't double copy model files
- Crouch cvar now controls at which height (multiplied by player height) the crouch mechanic will kick in, set to 0 if you wish to disable it
- Updated missing manifest flag
- 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