Runs on a Meta Quest 3 in stereo at the headset's native 1680x1760 per
eye, with the world tracking head movement in six degrees of freedom.
The session binds to the EGL context SDL already created rather than a
private one, so there is a single GL context and the renderer needs no
thread or context juggling. Each eye is rendered into an OpenXR swapchain
image by substituting the framebuffer the renderer treats as the screen,
which leaves the whole render path untouched. Exactly two eye passes per
frame; there is deliberately no third pass to produce a flat image.
The session and its swapchains belong to the GL context they were made
with, so they are torn down and rebuilt around the renderer restarts the
engine performs.
Menus, the loading screen and cinematics go on a quad layer fixed in the
room, placed once in front of wherever the player is facing. Drawing
screen space content into both eyes instead gives it no stereo disparity
while each eye still warps it through its own asymmetric frustum, and the
result cannot be fused. The panel is drawn into one persistent buffer
that is then copied into the swapchain image: a swapchain rotates through
several images, and the engine's 2D path expects the screen to still hold
what it drew last frame.
Head tracking:
- The per-eye asymmetric frustum from xrLocateViews feeds
R_SetupProjection directly. A symmetric approximation misaligns the two
images by a few degrees, which the eyes cannot fuse.
- The pose is applied in RE_RenderScene, so it follows every camera the
game has - the player's, cutscenes, ladders, death animations - without
each needing to know about VR.
- Orientation is carried as axes rather than pitch/yaw/roll, and composed
with the game's heading as a rotation. Adding Euler angles only works
while pitch and roll are near zero and turns every head movement into a
twist once they are not.
- Position is measured from where the head was when tracking started, so
the game keeps supplying eye height and the headset contributes only
leaning, ducking and stepping. The initial heading is subtracted too,
or the play space's arbitrary forward is added to the character's and
the player spawns facing the wrong way.
The controllers point at the panel and click: the aim ray is intersected
with the quad and the hit becomes the engine's cursor position, so the
menus behave as they always did.
The renderer's own framebuffer objects stay off on Android. Each eye is
already a swapchain image, so routing through tr.renderFbo first would
cost a second full resolution pass and resolve per eye for nothing.
Known gaps: head orientation does not yet reach the player's view angles,
so the game does not know where the player is looking; and there is no
controller model or pointer ray.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
- Use `allow` rather than `filter`, as it checks for allowed commands
rather than prohibited commands.
- Allow userinfo variables to be created by the server.
Userinfo variables are now removed when disconnecting. Some servers use
userinfo variables for custom settings or to store temporary
information, which makes them irrelevant on other servers and uses space.
- Avoids conflicts with third-party DLLs (like SDL, OpenAL) which have no suffix.
- Easier to build an installer and document.
- More clarity as the architecture is already indicated in the archive name.
- Simplifies launchers & automation (no need to guess the architecture).
- The architecture is still visible when typing `version` in the console or when the executable starts
Rework the version string.
- Make the original game version appear first in the `version` variable.
- Use `com_target_shortversion` for the short version number.
- Use `com_target_version` for the original game version.
Some software, such as HLSW, as well as certain mods, check if the version string begins with "Medal of Honor ....". This commit makes these changes to ensure most software properly handles the game version.
In windowed mode, the mouse is no longer grabbed when one of the UI/console catcher is active. When a UI menu is active, the system's hardware cursor is shown, using the game's custom cursor texture, instead of simulating and rendering the cursor in-game.
* Add exports to load a raw image from the renderer
* Set the hardware cursor to the game's custom mouse cursor texture
* When mouse is not grabbed, the mouse gets updated with absolute mouse position, relative to the window position
This removes coupling between the renderer and UI/client functions. An option USE_RENDERER_DLOPEN was added to specify whether a renderer module should be compiled and loaded, instead of integrating the renderer into the executable directly. This opens the door for a new renderer
Large lightmap can be disabled for very low-end hardware. A BSP file with a smaller lightmap (_sml.bsp) will be used instead of the standard one if the map supports it
Profiling can be enabled with `cl_netprofile` and `sv_netprofile`, the overlay can be shown using `cl_netprofileoverlay` and `sv_netprofileoverlay` and the server can dump network profile using the `netprofiledump` command
The non-dedicated server version of MOH: Breakthrough (standalone executable) rejects clients that have a version of 2.30 or below, or a version of 2.50 or above (0.1 difference), which prevents playing LAN sessions of Breakthrough. To solve this issue, the client now sends a version value that is within the allowed version range for the target game