Previous way of controlling when controllers were run was split among
the different controllers, meaning that third parties would require
knowledge of internal state of controllers in order to be on the same
update schedule as them.
This refactor moves the logic into a seperate class.
Additionally, it also stops the use of the `adjustUpdateRate` function
on all tab controllers, since it broke the prime-number-ability of
less collisions.
* add native chaperone option
* refactored overlaywrapper error handling
* added reset all settings
* added reset all settings option
* clarified driver bounds language
* fixed naming schema of turn settings
* fixed qml issue
* marked errors in settings
* fixed rotation of center marker and cleaned up
* ci test
* removed debugging code
* fixed comment
* fixed rotation.... made messy
* fixed crash when centermarker new was on at launch
* added settings to scroll view
* fixed some initialization issues w/ center marker and some race conditions
* updated Documentation to be more correct/concise about openGL rendering Information issue 457
* changed default behaviour of chaperone bounds to be un-checked to be consistant w/ other settings (default is unchecked)
* cleaned up code around centermarker overlay
* removed unused variables, changed scope of some existing
* code naming cleanup
* more rename
* updated Version strings for 5.1.1 release
* updated string to be more concise
Initial implementation of Auto-Turn
Auto-turn leverages Space Turn automatically whenever you reach a configured distance from your chaperone boundary. Turn direction is in order of precedence:
1. Away from a corner where you're already touching one wall. This is to avoid being turned to face a wall, which we pretty much never want. If 'use corner angle' is enabled, it'll turn the angle of the corner, otherwise it'll turn the angle of your headset to the wall you encountered.
2. In whichever direction will start you unwinding your cord. If your rotations is greater than 'cord detangling rotations' and your angle to the wall is less than 'min detangling angle' it'll turn you such that the thing you're walking towards is directly along a wall, in the direction which will begin unwinding your cord.
3. In the closest angle to the wall. This too will put whatever you're walking towards directly along a wall, so you can walk the maximum distance to it.
- If Smooth turn is checked, it'll turn at a constant (configurable) rate until the world is aligned with the new angle, otherwise it'll snap to the new direction instantly.
- Activation distance is the distance from your chaperone at which auto-turn starts, and deactivation distance is the minimum distance (+ the activation distance) at which it'll be able to be activated again, to avoid turning twice at once.
Redirected walking tries to gently guide you away from your playspace boundaries by tweaking the world's angle at smaller increments than your brain is capable of noticing. While most playspaces won't be big enough to allow this to give you a true 'infinite walk' experience, it can give the perception of your playspace being ever so slightly bigger by making you walk in a slight arc in real life while walking forward in VR.
- Redirected walking is independent from Auto-turn and can be activated on its own. At both the 'slight' and 'imperceptable' radii, the turning speed is incredibly minimal. When walking along one wall of your chaperone to another, you should notice the far corner of your playspace (relative to the world) drifting ever so slightly away from you. In normal circumstances at the lowest settings this shouldn't be noticable.
Co-authored-by: feilen <feilen1000@gmail.com>
* Initial implementation of Infinite Walk
* Code cleanup and abstraction, use nearest corner instead of nearest wall to determine turn direction
* Run clang-format
* Turn relative to the last wall if we run into adjacent walls, otherwise turn at easiest angle
* Limit maximum turns (just refuse to turn for now), only turn on shared corners if going the same direction
* Improve same-corner
* get rid of LastDirectionLeft
* WIP: cord untangling hint
* Try to automatically untangle cord, don't rotate if we encounter a wall behind us
* Incorrect offset for walls
* optimize if hmd inactive
* Cleanup/clarify angles
* (probably?) solve rare segfault
* Adjust the defaults and fix a bug with blocking reverse turns
* Implement smooth turn, fix a bug with shared-corners that would cause it to turn the wrong way
* actually really fix shared corner bug
vect[i + 1 % vect.size()] was somehow evaluating to vect[i + (1 %
vect.size())]
* Move configurables for autoturn to .h to make clearer what's configurable
* WIP: true redirected walking
* First pass optimization/cleanup
* Second pass cleanup/optimize
* Missing clang-format
* Somewhat ugly: Optionally turn the exact angle of the corner when using shared corner turns
* added rotation tab controller in progress
* cleaned up chaperone controller/ finished settings/rotationtab
* did first 4 settings qml, and main qml setup
* initial working build, not all settings UI done
* merging master into redirected walking. (#387)
* Update OVR to 1.10.30 (#379)
* updated to ovr 1.10.30
* fixed updated showoverlaykeyboard call
* fixed keyboard location
* Updated Manifest (#380)
* updated to ovr 1.10.30
* fixed updated showoverlaykeyboard call
* fixed keyboard location
* removed un-necessary matrix, updated app key and manifest
* fixed formatting
* Fix push to mute icon not being used when PTM enabled
* added touch default bindings (#385)
travis CI down/broken?
Co-authored-by: Vasily <vautkin@teknik.io>
* added action, and additional settings
* fixed various bugs added turn speed and mode
* fixed conversion error for turn speed
* added redirected walking options
* formatting
* formatting fixing
* removed old comments
* changed logs to debug and some wording changes
* changed UI layout
* added space turn to rotation page
* added icon, fixed autoturn to autoTurn, fixed conversion to be in qml vs set
* Update src/res/qml/RootPage.qml
yep XD
Co-Authored-By: Kung-vr <38249782+Kung-vr@users.noreply.github.com>
* reverted build changes
* removed un-needed app image build commands
* Cleanup some functions, avoid an extra chaperone check.
* Make redirected walking and autoturn independently enable-able
Co-authored-by: Feilen <feilen1000@gmail.com>
Co-authored-by: Vasily <vautkin@teknik.io>
Co-authored-by: Kung-vr <38249782+Kung-vr@users.noreply.github.com>
Release log:
https://github.com/ValveSoftware/openvr/releases/tag/v1.9.16
```
Removed sync function. Saving of settings is controlled automatically by
the system now. All existing calls to Sync can be deleted. Calls to sync
using old APIs do nothing.
```
Enabling the switch on release builds will optimize the binaries as
normal, but will still include debug symbols. This is advantageous for
bugs that do not show up in debug builds without optimizations.
The details of the API are in the `/docs/specsSettings-API.md` file.
The enums do not list all available settings, more are to be added as
the settings API replaces inline QSettings calls.
* fixed Chaperone toggle, toggle state on launch
* made update rates based on variable frame rate assuming 90 default
* added overlay color back in
* fixed opacity value not synching
* updated to ovr 1.8.19
* fixed license issue
* rolled back ovr update
* fixed overlay toggle state, formatting, and clamped max opacity to .85%
AppVeyor automatically updated to LLVM 8 while everything else was on 7.
It is not possible to downgrade to LLVM 7 on AppVeyor, so we'll update
everything else to LLVM 8.
* Add checks for seated improve shutdown state
Seated mode chaperone update is still broken. Normal standing mode space motion needs testing on WMR and Rift
* Fix updating chaperone on room setup completion
* Implement seated universe recenter/offsets/motion
Addresses #145
* Add Option "Allow External App Chaperone Edits"
This option is added to the settings tab. It allows external apps to modify the chaperone but only if the current offset is 0,0,0 and rotation is 0. The option is disabled by default.
The `QMessageLogContext` is only filled out in debug builds. Release
builds will have null pointers in `file` and `line`. This causes any
error attempted to be logged to result in a null pointer dereference.
Since we never use debug builds anyway, simply removing the uses of
`file` and `line` makes sense.
Github issue
https://github.com/OpenVR-Advanced-Settings/OpenVR-AdvancedSettings/issues/139
* Fix indentation in action manifest
* Rename action sets to drop unnecessary prefix notation
Since the variable is in the action_sets namespace it does not make
sense to prepend it with an identifier for it being constant, or a set.
* Rename input keys to drop prefix notation
The vars are in a namespace that only contains constant inputs, it
doesn't make sense to prepend it to every var.
* Rename actions to drop prefixes
It is implicit that actions are const values for sets, therefore the
prefix is not needed.
* Remove unneeded action set member func
* Move active action set in preparation for more action sets
* Move action strings above class
Class is not able to use variables in namespaces, which is stupid.
* Move sets into member variable
* Split music into separate action set
* Convert action_manifest.json to spaces only
* Refactor actions into separate action sets
* Rename main set to haptic
* Reorder action sets
The haptics and misc sets are misc bindings.
* format
* fixed manifest path issue
* Change path concat to use QDir
The old way was not platform independent.
* Move accessibility actions to motion set
* Remove "(Held)" from action name
Might be confusing for end users.
* Replace slash with platform independent separator
* Make paths output native paths
Them being in the overlay controller required them to be static, which
forces the compiler to give them a memory location at compile time. They
also don't really fit into the overlaycontroller.
Fixes
https://github.com/OpenVR-Advanced-Settings/OpenVR-AdvancedSettings/issues/63
Removes the ability for end users to change logging settings. This was
deemed unnecessary because logging is a developer troubleshooting tool
and users being able to change it could almost only introduce problems.
People who want to change the logging settings can compile from source.
Since the OpenVR initialization code is no longer inside the
overlaycontroller there is no need for it to be available during object
construction. Therefore it doesn't make sense to have it be an object.
The shutdown call was completely removed because shutdowns are handled
by an OpenVR event that calls the relevant shutdown code. The destructor
for the old object was never called, removing it adds clarity to the
actual operation of the code and also removes unnecessary code.
Compare old and new pose via a relative quaternion rather than relative yaw, then calculate the resulting yaw-difference from the quaternion in one go.