Commit Graph
110 Commits
Author SHA1 Message Date
Simon c49179f5ef Squeak Grenade Throw Mechanic
Improved the mechanics of throwing a squeaker
Also, If we aren't mirroring weapons, turn off culling for the viewmodel
2019-09-18 22:09:03 +01:00
Simon 749965a8cf Improved the Satchel throwing mechanic
Used same approach as for hand grenade, but satchel (C4 in our case) is heavier to throw
2019-09-16 22:40:34 +01:00
Simon 602c420988 Several small tweaks
- 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
2019-09-16 22:03:20 +01:00
Simon 662abf6256 vr_mirror_weapons usage
also fixed couple of build warnings
2019-09-13 08:39:49 +01:00
Simon cc952647e6 Ensure random number gen is seeded 2019-09-12 23:19:04 +01:00
Simon d4ba6a3591 Update hlsdk-xash3d 2019-09-12 22:14:43 +01:00
Simon 79622b4a77 Make mirrored weapons a cvar option 2019-09-12 21:46:01 +01:00
Simon a3810f128a Improved HUD "stealth" sprite 2019-09-12 20:43:05 +01:00
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
Simon b889f6fae7 Removed glow effect from flashlight.. 2019-08-12 21:48:34 +01:00
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
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
Simon a48c8c1383 Fix dodgy positional tracking issue! 2019-08-04 20:13:10 +01:00
Simon f57bdafb9c Correct positional for trigger being pushed 2019-08-04 15:58:15 +01:00
Simon 3a0169d774 HMD oriented direction movement should work
also positional movement multiplier was too high, reduced to more
realistic level
2019-08-04 08:51:40 +01:00
Simon 762d0160f1 Some CVAR changes
- added a very rudimentary neck model (laughable)
- Decreased the positional multiplier, seemed to be affecting movement
too much, feels better to me now
- stereo side rendering controller by a render info cvar, which can be
used in the client dlls too now
- Left handed control implementation
2019-08-04 08:25:37 +01:00
Simon 173e33bd56 update HLSDK 2019-08-03 17:51:39 +01:00