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704 Commits over 610 Days - 0.05cph!

6 Months Ago
Minor cleanup & fpxr update
6 Months Ago
Refactor VR input to work better for us, remove stubs
6 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
6 Months Ago
Forgot to change these, oops
6 Months Ago
Add openxr_loader pdb and dll
6 Months Ago
Remove openvr_api.lib dep, unused preprocessor definitions Facepunch.XR update
6 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
6 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)
6 Months Ago
FPXR update, new actions manifest path format, temporarily remove knuckles bindings
6 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
7 Months Ago
Digital, float, vector2 input state fetching
7 Months Ago
Clean up structs
7 Months Ago
Clean up When fetching extensions, check if we want to initialise rather than if we have initialised
7 Months Ago
Port SteamVR actions over to Facepunch.XR format, update fpxr lib
7 Months Ago
FPXR returns error codes for various functions now, doesn't use builder pattern for instances FPXR enum update Initial XR input support
7 Months Ago
Update fpxr
7 Months Ago
Do BeginFrame() and EndFrame() on render thread Native to managed bindings cleanup, sync manually Sync cleanup, fpxr update
7 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
7 Months Ago
Facepunch.XR works out bounds for us, gives us full render target size separately from eye render target size
7 Months Ago
Use Facepunch.XR provided logging levels Pass bounds to texture submit info Default IPD (for testing with null driver) Facepunch.XR update
7 Months Ago
Fetch display info from compositor Submit texture, render loop, etc.
7 Months Ago
Initial FPXR presentation logic
7 Months Ago
Delete all OpenVR files & references, stub out anything that required them fpxr update
7 Months Ago
FPXR: Session now handled by Compositor, Instance is now a class
7 Months Ago
Bind fpxr compositor and add everything we should need to start submitting
7 Months Ago
Fetch rendering recommendations from fpxr Remove silly hack hard-coding all our extensions, fetch them properly
7 Months Ago
Pass vulkan-related stuff in as structure
7 Months Ago
Events
7 Months Ago
Hack around extension-related crash for now
7 Months Ago
Move OpenXR requirements into Facepunch.XR Requirements are done automatically now, make instance/device extension format consistent
7 Months Ago
Remove direct OpenXR bindings Pass debug callback eto Facepunch.XR, make a session
7 Months Ago
Update fpxr + bindings
7 Months Ago
openxr_loader lib Add Facepunch.XR native library Initial bindings to Facepunch.XR
8 Months Ago
Clean up, move everything into OpenXR class
8 Months Ago
Log session state info Environment blend mode logic View configurations, create swapchains
8 Months Ago
Poll for all events (defined in https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#_xrpollevent) ApplicationRunning default Clean up
8 Months Ago
Bend over backwards to give OpenXR the exact vulkan instance it wants Remove hack & fetch instance extensions properly VRSystem has state, logical split for instance/session Basic event loop polling Handle session events, begin/end session Log unhandled events
8 Months Ago
Create Vulkan graphics binding for OpenXR, pass to session Declare OpenXR graphics requirements for render devices Temp - environment variables for openxr validation layers Properly init XrGraphicsRequirementsVulkanKHR Fetch required extensions
8 Months Ago
OpenXR handle management tweaks (need to work on this a bit) Treat handles as pointers
8 Months Ago
Obtain system ID, create session Instance properties, destroy instance on shutdown, spin up debug messenger thru XR_EXT_debug_utils
8 Months Ago
Instance creation
8 Months Ago
Attempt to make gradients match their web counterparts a little more This isn't perfect and we should really investigate the root cause for this: sbox-issues/issues/5477
8 Months Ago
Stub out everything VR-related, remove calls to SteamVR functions Initial bindings, init API, fetch & spew extensions
8 Months Ago
VR: Fix render models loading improperly
8 Months Ago
VR: Don't submit or wait for poses if the headset is in standby (prevents editor stalling when headset goes idle)
8 Months Ago
VR: Fix angular velocity & velocity coordinate conversion
8 Months Ago
VR: keep track of input deltas manually
8 Months Ago
Move ControlModeSettings into Sandbox.Engine (from tools addon) Launcher displays VR button for projects with VR support Add quick editor option to enable/disable VR without restarting the editor
8 Months Ago
Squashed commit of initial standalone exe and wizard Squashed commit of full exe implementation Wizard cleanup, shares wizard code between publish/standalone Rebase fixes
8 Months Ago
VR: Hide menu when in-game