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982 Commits over 610 Days - 0.07cph!

7 Months Ago
Fetch rendering recommendations from fpxr Remove silly hack hard-coding all our extensions, fetch them properly
7 Months Ago
Don't use outdated nuget packages, let's include & link against the most recent version Re-build swapchains if any part is out of date Pass recommended render target size and refresh rate to user, but let them handle everything Compile with LTCG
7 Months Ago
Macro cleanup, assert views == 2 (until we have reason to support 1 or 4 views)
7 Months Ago
RenderTarget refactor, becomes its own class and manages frame start/end/sync
7 Months Ago
Pass vulkan-related stuff in as structure
7 Months Ago
Shove vulkan-related stuff into its own separate structure
7 Months Ago
Events
7 Months Ago
Hack around extension-related crash for now
7 Months Ago
RequirementsBuilder API Print error code inside debug callback Remove RequirementsBuilder, just fetch requirements inside SessionBuilder::Build() Treat warnings as errors
7 Months Ago
Move OpenXR requirements into Facepunch.XR Requirements are done automatically now, make instance/device extension format consistent
7 Months Ago
Fetch extensions, add support for debug callbacks
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
Use UpperCamelCase naming (same as our other stuff), static linking
7 Months Ago
openxr_loader lib Add Facepunch.XR native library Initial bindings to Facepunch.XR
7 Months Ago
Render target API (for swapchains)
7 Months Ago
Pump events correctly Track all session states, just convert directly from OpenXR to FPXR
7 Months Ago
Static library Headless support Example project
7 Months Ago
Pump events
7 Months Ago
Indentation fixes
7 Months Ago
Delete fpxr_platform.cpp
7 Months Ago
Tabs -> spaces
7 Months Ago
Initial commit
7 Months Ago
Clean up, move everything into OpenXR class
7 Months Ago
Log session state info Environment blend mode logic View configurations, create swapchains
7 Months Ago
Poll for all events (defined in https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#_xrpollevent) ApplicationRunning default Clean up
7 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
7 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
7 Months Ago
OpenXR handle management tweaks (need to work on this a bit) Treat handles as pointers
7 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
8 Months Ago
VR: Keep track of whether we want new poses or not VR: don't use explicit timing, causes issues w/ sync and latency
8 Months Ago
Fix assembly loading, mount assemblies in their own filesystem on packages
8 Months Ago
Initial standalone build wizard Standalone player exe Export into `data\`, copy everything we want Application.IsStandalone, don't try to load menu project if standalone Load from manifest, un-hardcode paths Fix paths, temporarily copy sbproj We should be able to get away with not copying these manually, asset system should handle dependencies Clean up, slightly improved wizard Don't hard-code these paths, do all setup inside StandaloneAppSystem Standalone wizard shows basic ETA Mount everything we need, gets us as far as at least loading scenes (even if they're missing all content) Load assembly, filesystem Copy base UI textures and fonts Move standalone-specific stuff into StandaloneGameInstance Use code resources from code manifests Only copy compiled code resources, don't copy tool DLLs Standalone games that don't use citizen won't copy or mount content (saves 1GB, builds faster) Clean up, try to get as much of this standalone stuff as contained as possible Copy all core models too (mainly for box, sphere models) Wizard UX improvements Fix paths for new folder layout Change "build" naming to "export", makes more sense Wizard cleanup, share wizard code between publish/standalone Rebase fixes
8 Months Ago
Don't update scene view camera input if the editor window isn't active (sbox-issues/issues/5383)
8 Months Ago
Haptics NRE fix Clamp haptic motor values where appropriate, matching existing behaviour
8 Months Ago
Basic controller haptics (#1498) Allows for controller haptics based on haptic events. ```cs public static void TriggerHaptics( HapticEffect pattern, float lengthScale = 1.0f, float frequencyScale = 1.0f, float amplitudeScale = 1.0f ) ``` e.g. ```cs Input.TriggerHaptics( HapticEffect.HardImpact ); ```
8 Months Ago
Haptic effect support for VR
8 Months Ago
Squash history, update for SDL Docs, cleanup Apply LengthScale Update haptics per-controller Scoped haptics support Vibrations -> Haptics, wrap patterns inside an event to simplify API e.g. ```cs Input.TriggerHaptics( HapticEffect.HardImpact ); ``` Docs update
8 Months Ago
Change "build" naming to "export", makes more sense Wizard cleanup Share wizard code between publish/standalone
8 Months Ago
Initial standalone build wizard Standalone player exe Export into `data\` Copy all the stuff we want from core, base, citizen, bin Application.IsStandalone, don't try to load menu project if standalone Load from manifest, un-hardcode paths Fix paths, temporarily copy sbproj We should be able to get away with not copying these manually, asset system should handle it We need a few files from core, though Clean up, slightly improved wizard Don't hard-code these paths, do all setup inside StandaloneAppSystem Standalone wizard shows basic ETA Better ETA Mount everything we need, gets us as far as at least loading scenes (even if they're missing all content) Include gamecontrollerdb.txt in standalone build Build queue before copying (so we get compiled assemblies) Temp copy video.json (because I'm sick of it launching in fullscreen) Split out data dir and game data dir Don't need to save off absolute game data path, just use relative path Temp copy some more stuff data/ conflicts with existing path, use export/ instead Load assembly, filesystem Copy base UI textures and fonts Cleanup Move standalone-specific stuff into StandaloneGameInstance Test fetching all code manifests Interop as array Safe copy Log copies Use code resources where we can Only copy compiled code resources Don't copy tool dlls Cleanup Standalone games that don't use citizen won't copy or mount content (saves 1GB, builds faster) Clean up, try to get as much of this standalone stuff as contained as possible Copy all core models too (mainly for box, sphere models) Wizard UX improvements Paths cleanup Rebase fixes Fix paths for new folder layout