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Initial OpenVR mode, take 2 #338

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commented May 28, 2017

Second attempt: clean up commit, and avoid messing with HDR framebuffer format.

Initial OpenVR mode.
Second attempt: clean up commit, and avoid messing with HDR framebuffer format.

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commented May 28, 2017

This supersedes previous pull request at #336
I'm creating a new pull request because I squashed back into a single commit.

NAMES openvr_api
# TODO: Generalize for Mac and Linux and 64-bit Windows
HINTS "${OPENVR_SDK_PATH}/lib/win32/"

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madame-rachelle May 28, 2017


This needs to detect the current OS. Linking a win32 library does not work for 64-bit builds.

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cmbruns May 28, 2017

Author Contributor

I'm currently testing a change to use the correct platform.

alexey-lysiuk and others added some commits May 28, 2017

Fixed crash on change particular sound options
Happened only when there is a current song but it’s not played, for example in title screen
Removed dependency on dxguid library
It's impossible to use VS2017 with XP compatible toolset otherwise
Added VS2017 Release targets to AppVeyor configuration
Removed VS2015 Win32 Debug target to speedup build process
- avoid function call in VM code.
- return after calling ThrowAbortException because this avoids storing some register variables on the stack.
- Several compatibility fixes for Doom2's first map cluster. Fixes mi…
…ssing textures as well as incorrect sector tagging causing glitches when opening doors or triggering an ambush.
- fixed: Using pure software drawers (vid_hw2d==false) drawing stenci…
…ls on the screen resulted in black stencils

- this fixes crosshairs being drawn black

madame-rachelle and others added some commits Jun 4, 2017

- r_vanillatrans: Cache the cache! Transform the function into a glob…
…al variable and recheck at the start of D_Display
- use 0 as the default for r_vanillatrans.
As nice as the automatic is, this will trigger far too many cases where it will disable translucency for mods that only change some texts. Dehacked is very often only used for non-actor related modifications.
If the automatic is supposed to be the default it needs to do a lot more thorough checks to avoid bug reports due to misunderstanding the feature.
Silenced scripting warning from main .pk3
Script warning, "gzdoom.pk3:zscript/menu/playercontrols.txt" line 526:
Truncation of floating point value
- added the UDMF sector scroll fields from Eternity.
These are currently untested and need review, especially regarding the scroll factor that gets applied to the numbers.
- fixed: Add light diminishing to true-color stencil drawers
- fixed: Non-SSE AddClampShadedBgra (stencil) drawer did not handle overflows
- prevent SetShaded action function from messing up the RGB-to-PAL co…
…nversion with a possible overflow

- add RGB-to-PAL support for UDMF fillcolor property
- do not let P_AdjustFloorCeil use the return from P_CheckPosition if…
… floorz is greater than ceilingz.

This can only happen if some thing gets placed somewhere it doesn't physically fit in and as a result of the floor move would be pushed into an even more invalid place.

- fixed: All melee functions calling TraceBleed after DamageMobj must…
… first copy the target member to a local variable.

DamageMobj can destroy the damaged actor if the death state sequence has zero duration. But is a garbage collected member variable, i.e. it will be null, once the actor it points to gets destroyed.
This was originally done correctly in the C++ code but during the scriptification all those 'AActor *target = self->target' lines were removed because they looked redundant, but were not.
- fixed: P_CheckMissileSpawn's setup for P_TryMove must be done in a …
…way that allows detecting portal transitions.

By setting the position before the call any portal lying between the actual spawn point and the check position would be skipped.
Put menu/HUD on a 3D quad.
Implement VSMatrix::multVector()
Fix typo in LSMatrix::transpose()
Create alienspectres.txt
fixed attenuation for Strife's 'killed a spectre' message.
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