- 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
Created alt control schemes (currently identical to default) for left and right, placeholders for VRTinker's implementation.
Refactored some of the common functionality.
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
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
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
- 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