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774 Commits over 457 Days - 0.07cph!

37 Days Ago
Use m_xrViews instead of m_views when getting view info & proj matrix
37 Days Ago
No more WaitGetPoses Input cleanup Vibrations fpxr update Obsolete VROverlay / VROverlayPanel (openxr has no direct concept) - we could re-implement these ourselves at a later date if we want to Re-implement or remove stubbed functions FPXR update
37 Days Ago
Stubbed haptic vibration func Use stage space for controller poses
38 Days Ago
Calculate our own proj matrix from scratch
38 Days Ago
Remove refs to obsolete VR performance stats Projection matrix calculation tweaks - need to figure out why we're getting squares (most likely incorrect frustum)
38 Days Ago
Add xr_linear.h Fetch projection matrix directly from xr_linear, means people don't have to calculate it themselves Use our own matrix struct Minor tweaks
39 Days Ago
Use fpxr.h instead of old fpxr_public.h Remove unused native -> managed GetHmdMatrix function Implement world scale, tracked object list Only init with a debug messenger if launched with -vrdebug, remove some unused stuff Go through VR performance stats, obsolete everything we can't fetch (not sure there's much point keeping this at this stage 😅) Implement functions for Facepunch.XR get instance properties `vr_info` concommand cleanup, uses tracked objects from Input.VR
39 Days Ago
Add GetInstanceProperties() for system name
39 Days Ago
Fetch view info
39 Days Ago
Tweak logging buffer sizes, don't early return
39 Days Ago
Minor cleanup & fpxr update
39 Days Ago
Refactor VR input to work better for us, remove stubs
39 Days Ago
Move from SteamVR over to Facepunch.XR Remove direct OpenXR bindings Pass debug callback to Facepunch.XR, make a session Move OpenXR requirements into Facepunch.XR Requirements are done automatically now, make instance/device extension format consistent Hack around extension-related crash for now Events Pass vulkan-related stuff in as structure Fetch rendering recommendations from fpxr Remove silly hack hard-coding all our extensions, fetch them properly Bind fpxr compositor and add everything we should need to start submitting FPXR: Session now handled by Compositor, Instance is now a class Delete all OpenVR files & references, stub out anything that required them Initial FPXR presentation logic Fetch display info from compositor Submit texture, render loop, etc. Use Facepunch.XR provided logging levels Pass bounds to texture submit info Default IPD (for testing with null driver) Facepunch.XR works out bounds for us, gives us full render target size separately from eye render target size Do BeginFrame() and EndFrame() on render thread Native to managed bindings cleanup, sync manually Sync cleanup, fpxr update Update fpxr FPXR returns error codes for various functions now, doesn't use builder pattern for instances FPXR enum update Initial XR input support Port SteamVR actions over to Facepunch.XR format, update fpxr lib Clean up When fetching extensions, check if we want to initialise rather than if we have initialised Clean up structs Digital, float, vector2 input state fetching DigitalAction -> BooleanAction, strip down input stuff, remove unnecessary refresh rate calculations Strip down input stuff, we can just do everything by path New actions manifest format FPXR update, new actions manifest path format, temporarily remove knuckles bindings Remove references to menu chord We don't have to worry about action sets right now Store controller bindings in separate files Use input sources for controller differentiation Fetch controller poses (position & orientation) InputSource as enum, only include public fpxr headers Coordinate system fixes Remove openvr_api.lib dep, unused preprocessor definitions Facepunch.XR update Add openxr_loader pdb and dll Forgot to change these, oops
42 Days Ago
Re-organise project, swap naming for public/private headers (now fpxr.h and fpxr_private.h) Try out blame ignore revs
44 Days Ago
Forgot to change these, oops
44 Days Ago
Add openxr_loader pdb and dll
44 Days Ago
Update examples Use less stack space
44 Days Ago
Remove openvr_api.lib dep, unused preprocessor definitions Facepunch.XR update
44 Days Ago
Move from SteamVR over to Facepunch.XR Remove direct OpenXR bindings Pass debug callback to Facepunch.XR, make a session Move OpenXR requirements into Facepunch.XR Requirements are done automatically now, make instance/device extension format consistent Hack around extension-related crash for now Events Pass vulkan-related stuff in as structure Fetch rendering recommendations from fpxr Remove silly hack hard-coding all our extensions, fetch them properly Bind fpxr compositor and add everything we should need to start submitting FPXR: Session now handled by Compositor, Instance is now a class Delete all OpenVR files & references, stub out anything that required them Initial FPXR presentation logic Fetch display info from compositor Submit texture, render loop, etc. Use Facepunch.XR provided logging levels Pass bounds to texture submit info Default IPD (for testing with null driver) Facepunch.XR works out bounds for us, gives us full render target size separately from eye render target size Do BeginFrame() and EndFrame() on render thread Native to managed bindings cleanup, sync manually Sync cleanup, fpxr update Update fpxr FPXR returns error codes for various functions now, doesn't use builder pattern for instances FPXR enum update Initial XR input support Port SteamVR actions over to Facepunch.XR format, update fpxr lib Clean up When fetching extensions, check if we want to initialise rather than if we have initialised Clean up structs Digital, float, vector2 input state fetching DigitalAction -> BooleanAction, strip down input stuff, remove unnecessary refresh rate calculations Strip down input stuff, we can just do everything by path New actions manifest format FPXR update, new actions manifest path format, temporarily remove knuckles bindings Remove references to menu chord We don't have to worry about action sets right now Store controller bindings in separate files Use input sources for controller differentiation Fetch controller poses (position & orientation) InputSource as enum, only include public fpxr headers Coordinate system fixes
44 Days Ago
Input sources are passed as enum, fetch view info Use interface through public header README.md with examples Simplify GetHandle
45 Days Ago
Controller bindings can be stored in separate files Support input source paths Add support for pose actions
45 Days Ago
Remove references to menu chord We don't have to worry about action sets right now Store controller bindings in separate files Use input sources for controller differentiation Fetch controller poses (position & orientation)
46 Days Ago
FPXR update, new actions manifest path format, temporarily remove knuckles bindings
46 Days Ago
Start moving over to subactions for per-controller input context
46 Days Ago
DigitalAction -> BooleanAction, strip down input stuff, remove unnecessary refresh rate calculations Strip down input stuff, we can just do everything by path New actions manifest format
46 Days Ago
Change the way we handle bindings and actions
46 Days Ago
Implement Input::GetVector2ActionState InputDigitalAction -> InputBooleanAction, move Input initialisation into instance and link session afterwards
49 Days Ago
Digital, float, vector2 input state fetching
49 Days Ago
Basic inputs + example Remove asserts & logs in input functions
50 Days Ago
Input structs
50 Days Ago
Clean up structs
50 Days Ago
Clean up When fetching extensions, check if we want to initialise rather than if we have initialised
50 Days Ago
Port SteamVR actions over to Facepunch.XR format, update fpxr lib
50 Days Ago
Show openxr error if xr operation doesn't succeed Check if parsing json actually worked, if not then show error Create input instance Run OPENXR_CHECK inside input ctor, add comment about some runtimes throwing errors
50 Days Ago
Vibration output
50 Days Ago
Support more binding types, wrap xr calls in OPENXR_CHECK(...)
50 Days Ago
FPXR returns error codes for various functions now, doesn't use builder pattern for instances FPXR enum update Initial XR input support
50 Days Ago
Use struct constructor instead of builder pattern for instances Remove "reserved" enum entries Add vjson (zpostfacto/vjson) Load action sets, actions, and bindings from actions.json (similar to how steamvr does it)
51 Days Ago
Out ptr Better formatting for default stdout logs
51 Days Ago
Better error checking, treat errors as warnings & compile with warning level 4
53 Days Ago
Update fpxr
53 Days Ago
Revert "Move vkSubmit into EndFrame()" This reverts commit 1f59cd0c1c499762b96d0d3a268a1c61bf02a4ba.
53 Days Ago
Only end frame if we've submitted Move vkSubmit into EndFrame()
53 Days Ago
Do BeginFrame() and EndFrame() on render thread Native to managed bindings cleanup, sync manually Sync cleanup, fpxr update
53 Days Ago
Remove per-frame debug logs Copy submitted texture as one big block rather than two small blocks
53 Days Ago
🤦‍♂️
53 Days Ago
Update state in locations that prevent threading issues Compositor creates an EventManager in ctor, allows access to it - rather than creating an EventManager on demand
54 Days Ago
Move from SteamVR over to Facepunch.XR Remove direct OpenXR bindings Pass debug callback to Facepunch.XR, make a session Move OpenXR requirements into Facepunch.XR Requirements are done automatically now, make instance/device extension format consistent Hack around extension-related crash for now Events Pass vulkan-related stuff in as structure Fetch rendering recommendations from fpxr Remove silly hack hard-coding all our extensions, fetch them properly Bind fpxr compositor and add everything we should need to start submitting FPXR: Session now handled by Compositor, Instance is now a class Delete all OpenVR files & references, stub out anything that required them Initial FPXR presentation logic Fetch display info from compositor Submit texture, render loop, etc. Use Facepunch.XR provided logging levels Pass bounds to texture submit info Default IPD (for testing with null driver) Facepunch.XR works out bounds for us, gives us full render target size separately from eye render target size
55 Days Ago
Show icon next to party members in scoreboard
56 Days Ago
Don't tint team icons for buy zones on minimap