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874 Commits over 519 Days - 0.07cph!

3 Months Ago
Use m_xrViews instead of m_views when getting view info & proj matrix
3 Months 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
3 Months Ago
Stubbed haptic vibration func Use stage space for controller poses
3 Months Ago
Calculate our own proj matrix from scratch
3 Months 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)
3 Months 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
3 Months 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
3 Months Ago
Add GetInstanceProperties() for system name
3 Months Ago
Fetch view info
3 Months Ago
Tweak logging buffer sizes, don't early return
3 Months Ago
Minor cleanup & fpxr update
3 Months Ago
Refactor VR input to work better for us, remove stubs
3 Months 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
3 Months Ago
Re-organise project, swap naming for public/private headers (now fpxr.h and fpxr_private.h) Try out blame ignore revs
3 Months Ago
Forgot to change these, oops
3 Months Ago
Add openxr_loader pdb and dll
3 Months Ago
Update examples Use less stack space
3 Months Ago
Remove openvr_api.lib dep, unused preprocessor definitions Facepunch.XR update
3 Months 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
3 Months Ago
Input sources are passed as enum, fetch view info Use interface through public header README.md with examples Simplify GetHandle
3 Months Ago
Controller bindings can be stored in separate files Support input source paths Add support for pose actions
3 Months 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)
3 Months Ago
FPXR update, new actions manifest path format, temporarily remove knuckles bindings
3 Months Ago
Start moving over to subactions for per-controller input context
3 Months 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
3 Months Ago
Change the way we handle bindings and actions
3 Months Ago
Implement Input::GetVector2ActionState InputDigitalAction -> InputBooleanAction, move Input initialisation into instance and link session afterwards
3 Months Ago
Digital, float, vector2 input state fetching
3 Months Ago
Basic inputs + example Remove asserts & logs in input functions
3 Months Ago
Input structs
3 Months Ago
Clean up structs
3 Months Ago
Clean up When fetching extensions, check if we want to initialise rather than if we have initialised
3 Months Ago
Port SteamVR actions over to Facepunch.XR format, update fpxr lib
3 Months 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
3 Months Ago
Vibration output
3 Months Ago
Support more binding types, wrap xr calls in OPENXR_CHECK(...)
3 Months Ago
FPXR returns error codes for various functions now, doesn't use builder pattern for instances FPXR enum update Initial XR input support
3 Months 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)
3 Months Ago
Out ptr Better formatting for default stdout logs
3 Months Ago
Better error checking, treat errors as warnings & compile with warning level 4
3 Months Ago
Update fpxr
3 Months Ago
Revert "Move vkSubmit into EndFrame()" This reverts commit 1f59cd0c1c499762b96d0d3a268a1c61bf02a4ba.
3 Months Ago
Only end frame if we've submitted Move vkSubmit into EndFrame()
3 Months Ago
Do BeginFrame() and EndFrame() on render thread Native to managed bindings cleanup, sync manually Sync cleanup, fpxr update
3 Months Ago
Remove per-frame debug logs Copy submitted texture as one big block rather than two small blocks
3 Months Ago
🤦‍♂️
3 Months 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
3 Months 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
3 Months Ago
Show icon next to party members in scoreboard
3 Months Ago
Don't tint team icons for buy zones on minimap