Thanks to visit codestin.com
Credit goes to github.com

Skip to content

Tags: vittorioromeo/quakevr

Tags

v0.0.8.1

Toggle v0.0.8.1's commit message
Add customizable stepsize for auto-stair climbing

v0.0.8

Toggle v0.0.8's commit message
Fix QCVM bug, add worldtext scale, localcmd buttons, and vrstart map …

…as default

v0.0.7-beta1

Toggle v0.0.7-beta1's commit message

Verified

This commit was created on GitHub.com and signed with GitHub’s verified signature. The key has expired.
v0.0.7 beta #1 (#60)

* Revert QCVM changes

* improve throwing a bit

* fix warnings and autoformat

* Fix compilation under MSYS2/MinGW

* Refactoring

* Massively speed up compilation speed thanks to PCH

* WIP flick reload

* Fix flick direction

* Fix flick reload

* Improve throwing

* Remove test code

* Improved forcce grab reliability a bit

* Some minor fixes

v0.0.6.1

Toggle v0.0.6.1's commit message
Merge branch 'master' of https://github.com/SuperV1234/quakevr into m…

…aster

v0.0.6

Toggle v0.0.6's commit message
Fix 'draw weapon text' option not doing anything

v0.0.5.1

Toggle v0.0.5.1's commit message
Fix menu pointer

v0.0.5

Toggle v0.0.5's commit message

Verified

This commit was created on GitHub.com and signed with GitHub’s verified signature. The key has expired.
Quake VR v0.0.5 (#35)

* Add map menu for DOPA

* Menu improvements

* Add keep and arcane dimension source files

* Reorganize defs

* WIP new item management system

* update touch bindings

* suggestion

* update make_pak

* Major QC refactoring

* QC refactoring, fix armor pickup bug

* Fix weapon pickup bugs, fix superhealth hipnotic issue

* TODOs

* More QC refactoring

* Rogue merge WIP

* More rogue merging

* WIP rogue merge (weapons missing)

* DOE fixes

* Rogue support progress, open hand model

* Lava weapons and weaponflags

* Implement all weapons

* Weapon buttons!

* Fixes/refactoring

* Update readme

* Cvars

* Honey merge - part 1

* Honey merge part 2

* Honey merge

* WIP finger tracking, model offset issues..

* Major progress on finger tracking

* Progress...

* Fix 2H aiming, add particle effects to Rogue weapons

* Initial work on frikbot

* update custom maps

* Progress on MP and finger tracking

* Multiplayer stuff

* QC refactoring and CVar handle WIP

* Remove large file

* WIP

* Animation blending with zero frame WIP

* Reduce Recoil animation in 2H aiming

* Multiplayer progress

* Only use SDL2, use GLEW, also more

* GLSL particle system

* Add particlehandle

* WIP

* WIP

* SOA particle impl

* Implement texture atlas for particles

* progress

* Add copper quake source

* Change progs.dat to vrprogs.dat

* 2H throw and 2H spread reduction

* Headbutt mechanic

* Map menu paging and improvements

* Formatting

* Start map customization

* Fix bot bugs, improve fakevr

* Update readme

* Formatting, restore color-coded explosions

* Fix Honey door delay bug, fix bug with enemies stuck and items disappearing, tweak item hitboxes, check add fakehandtouch in fakevr and for bots, fix holster hovering with multiple player, fix bot item priority, code cleanup

* Show message when holster is full and trying to put gun in it

* Fix some opengl issues

* Also check center in new droptofloor

* OpenGL issues / TODOs

* Config

* Fix more bugs

* Beta 2

* Add finger idx bias

* WIP

* linux compilation fix

* Investigate and work around bot carsh

* Fix ammo box weapon spawning and improve chance calculations

* Formatting

* Cleanup

* Update compilation

* Remove local keyword

* Formatting

* Reproduce crash

* Fix broken sky textures

* WorldText WIP

* Cleanup

* WIP

* Header cleanup

* Compile

* More header cleanup

* More header cleanup

* Add shader component

* Major progress on banners

* Fix linux build

* Remove test stuff

* Fix particle rendering bug, add bat files

* Formatting

* Directory structure change

* Fix pak start map crash (probably)

* Fix scourge spazing bug

* WIP stuff

* Make weapon colliders bigger, WIP work on parabola grab, add option to disable 2H angle threshold (requested)

* Major cleanup

* Fix typo

* TODOs

* Implement autosave

* Header cleanup

* Add autosave on changelevel

* Fix TODOs & warnings

* Tutorial map WIP

* Tutorial map progress

* Tweak drop rates

* Tweak drop rates

* Add shotgun pickup model

* Credit Spike for help

* Tweak drop rates and ammo hitboxes

* Wip rubble stuff

* Change default force grab to linear

* WIP quick settings menu

* TODOs

* Fix swimming direction

* Implement blended throwing and menu action set

* cfg

* Menu action set for Index

* Formatting

* Add time threshold to hand grabs

* Dat

* Fix linear force grab touching other hand

* Add CVar for throw center of mass

* Add menu support for reference entries

* Optimize worldtext drawing

* TODOs

* Cleanup forcegrab stuff

* Implement force grab for ammo and health

* Config

* Add finger blending, add glow to holsters, add WMR bindings

* Bin

* Virtual Keyboard

* Fixed boss crash

* Update console cvars

* Fix console message

* Move QC files

* Move stuff around

* Readme and webpage

* Bindings...

* Final touches/bugfixes

* Fix weapon firing bug

v0.0.4

Toggle v0.0.4's commit message

Verified

This commit was created on GitHub.com and signed with GitHub’s verified signature. The key has expired.
Quake VR v0.0.4 (#24)

* Basic teleportation mechanic!

* add hipnotic source to repo

* Add room scale multiplier, fix teleport bugs

* Add original QC files

* Remove trailing whitespace

* Covert tabs to spaces in qc

* Mnimize qc diff, add qc_rogue

* Add hipnotic weapon support

* Hipnotic support! :)

* initial rogue support wip

* formatting

* Separate weapon items from weapon ids

* Some WIP rogue support (not finished at all)

* More rogue support, OGRE_BOSS

* Fix multi rocket explosion particle

* TODOs

* Add smooth line crosshair, fix line crosshair depth, add teleport cvars

* Smooth out teleport line

* Cleanup, todos

* WIP 2h weapon aiming

* Virtual stock WIP

* 2H requires grabbing now, WIP cvars

* Laser gun model

* Add 2h mode setting per weapon, polish laser gun

* Progress on 2H weapons

* refactor

* Shoulder Pos

* Detect VR melee kills, add stock factor option, code cleannup

* weighted weapons progress

* minor cleanup

* code cleanup

* refactoring

* Use glm::vec3 almost everywhere

* Use glm::vec3 almost everywhere

* More cleanup

* More cleanup

* more cleanup

* Added grappling hook, min/max functions in QC, bullet holes for spikes, tweaked hitboxes for enemies, positional damage, scaled lightning bolt beams, reintroduced customize controls menu, offhand pitch/yaw cvars, weighed weapon movement and rotation, 2H weapon improvements, menu increment multiplier buttons

* Non-working velocity calculation (due to collision resolution with walls)

* Handvel calculation stuff

* sprite drawing code refactor

* refactoring

* grappling hook progress

* major grappling hook progress

* Improve grapple hook behavior, add debug menu options for shadows and difficulty, code refactoring

* Update README.dm

* right hand fist

* Implement dual-wielding

* Implement dual-wielding

* Working holster system and weapon hand swap

* Hand Anchoring system WIP

* decouple hands and weapons, progress

* set more offsets

* Fix all offsets

* WIP work on holsters and dual wielding

* WIP fixes

* build on Linux with CMake

* Use the power of Linux to fix nasty bugs

* Fix warnings on MSVC

* Massive menu code refactoring

* throwing weapons wip

* Major progress on throwing weapons

* WIP

* gitattributes

* lf

* clang format

* add webpage

* Arbitrary 2H aiming works

* improve weapon stabilization

* fix website

* Refactoring/cleanup

* Refactoring

* Fix initial hand position and velocity

* Refactoring

* Refactoring/cleanup

* Minor weapon drop fixes

* Add fakevr for debug, add roomscalemove to entvars, attempt to fix weapon scaling issue,

* Fix: elevator damage bug, elevator handtouch bug, jump against wall bug

* comment formatting

* refactoring

* Fixed weapon scaling issues

* Enable non-consecutive pak files, rename paks, add fakevr menu entry

* Fix offhand animation lerping, fix ammo counting issues, draw ammo for offhand in sbar, do not automatically change weapons, add gun clicking sound when empty, use hand-based weapon channel, picked up weapons go in the right hand

* Fix up some models, add workaround for wpnoffset menu

* Implement upper body holsters

* Reintroduce progdefs generation

* Fix nailgun model

* Weapon pickups now require grabbing with empty hand

* Fix progdefs and hand constant cleanup

* Use hand constants

* Add VR torso model and fix body yaw angle calculation

* Refactoring/cleanup

* Add scale and scale_origin to entities and QuakeC

* Fix crouching holster position

* Add menu tooltips, prioritize TODOs

* Prioritize TODOs

* Holster slot models

* Split throw velocity and hand velocity, fix holster positions based on crouch, transfer weapons and holsters between levels, increase handtouch boundaries, cycling weapons WIP, code refactoring

* Fix weapon running bug

* Add weapon throwing modes, weapon cycling modes, holster haptic modes, melee bloodlust feature, enemy drops modes, WIP ammo weapon drops

* Fix typo

* Comment unused resources in QC

* Fix make_pak flags

* Fix boss lightning bolt crash

* Implement ammo box drops

* Improve enemy drops

* Update fteqcc

* Update fteqcc

* Ammo box drop stuff

* Formatting

* Fix UB in beams (shambler beam bug)

* Refactoring/TODOs

* Automatically wrap tooltips, add menu mode enum, implement ammo drops in C++

* Smooth all view entities when going up stairs

* Rewrite most menu code

* Menu overhaul

* Fix juggling weapons and picking weapons off ledges

* TODOs, use clientside player origin in view

* Pass weapon IDs to clients via stats

* Binary stuff

* Fix weapon frame animation bug

* Add new vector utils

* Refactoing

* Refactoring

* Fix menu onkey bug

* TODO

* Fix mjolnir ammo bug

* Add fixed two handed weapon aiming, follows animation and is nicer

* v0.0.4 beta

* Improve weapon weight feel

* Apply latest QuakeSpasm commits

* Fix disappearing biosuit

* Add 'makeforward' QuakeC function

* Fix nail bullet holes, WIP force grab

* Add boolean locomotion actions, WIP other actions

* Refactoring

* Refactoring

* Add "maprange" command

* Add boolean inputs, force grab cvars, fakevr grabbing keys

* Forcegrab cfg

* Force grab menu options, grabbing keys,

* Force grab implementation and fix bullet holes

* Rewrite PhysicsToss, refator

* Fix MSAA bug, increase forcegrab defaults

* Try to improve melee detection

* Revert hitbox changes for items

* Binary files, wip

* Add TODOs

* Newline

* Refactoring, TODOs

* Refactor/TODOs

* - Fixed bugged Armagon boss stuck in geometry
- Disabled body interactions only for thrown weapons (use force grab to pick them up)
- Buttons can now be pressed with weapons, doesn't have to be the hand
- Fixed firing a shot at beginning of a new level
- Fixed doors dragging the player around
- Fixed weapon being overwritten with body interactions on (now it is dropped)

* Add particles and haptics for dropped weapons

* Add discord to landing page and readme, add vispatching and SoA instructions, make weapons float on the water

* Split VR menus into settings and dev tools

* Update FUNDING

* Fix gremlin + water force grab bug

* Finishing touches

* Fix rubber banding when snap turning

* Tone down melee damages

* TODO

* Fix menu printing

* Tweaks

v0.0.3

Toggle v0.0.3's commit message

Verified

This commit was created on GitHub.com and signed with GitHub’s verified signature. The key has expired.
Quake VR v0.0.3 (#11)

* Add generic and Oculus touch default bindings

* Bump version number

* Particle code refactorign

* Particle code refactoring

* New particle system

* copyright, particle experimentation

* Added "Troubleshooting" and "Fan Coverage" section to README

* Add "Fan Coverage" section in README

* Wip particles, make boss 1 easier£

* Initial texture manager for particles

* Particles!

* TODO

* Support snap turn increments of 5 degrees

* Lightning particles

* Fix compilation with gcc and clang

* Progress on particles

* Add spark particles to buttons, add pow function to QuakeC, improve melee damage calculations (reward hard hits, quad multiplier), add quad cheat

* remove qboolean

* Optimization hints

* Add particle and particle multiplier cvar

* Code cleanup

* Implement haptics!

* fist range

* Add gun smoke effects, pass muzzle position to QuakeC, fix laser crosshair

* Update readme

v0.0.2

Toggle v0.0.2's commit message

Verified

This commit was created on GitHub.com and signed with GitHub’s verified signature. The key has expired.
Quake VR v0.0.2 (#7)

* WIP implementation of SteamVR input API (for bindings

* Implement menu controls

* Add input manifest

* Code cleanup and config

* Code cleanup

* Fix run speed

* GitIgnore

* More cleanup

* Cleanup, TODOs, WIP roomscale jump

* Implement roomscale jump

* Implement menu distance CVar

* Improve hand collision detection/resolution, fix offhand lighting bug

* Add melee damage and range multiplier settings

* Add CVar and setting to control item pickup with body

* Add speed modified button and binding

* Hide unused menu options

* v0.0.2 release