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Update VR mod to v.1.2 - To work with July 2023 Game Update
-Update VR Mod files to new game update as of July 2023 (which upgraded game engine to Godot 3.5.2)
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GODOT_LICENSE.txt

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Install-Modloader.ps1

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@@ -50,9 +50,9 @@ $openxrDLL2 = Get-Item "$PSScriptRoot\openxr_loader.dll"
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$vroverrideCfg = Get-Item "$PSScriptRoot\override.cfg"
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$pckFile = Get-Item "$gameDir\crueltysquad.pck"
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$pckBackupPath = "$($pckFile.Directory)\$($pckFile.Name).bak"
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$exeFile = Get-Item "$gameDir\crueltysquad.exe"
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$exeBackupPath = "$($exeFile.Directory)\$($exeFile.Name).bak"
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$newexeFile = Get-Item "$PSScriptRoot\crueltysquad.exe"
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#$exeFile = Get-Item "$gameDir\crueltysquad.exe"
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#$exeBackupPath = "$($exeFile.Directory)\$($exeFile.Name).bak"
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#$newexeFile = Get-Item "$PSScriptRoot\crueltysquad.exe"
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$workDir = Get-Item $PSScriptRoot
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# Move to work dir (release/script base folder for now), then return to original dir
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Move-Item -Force $pckFile "$pckBackupPath"
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# Move original exe to backup filename
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Write-Step "Backing up original exe to ${exeBackupPath}"
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Move-Item -Force $exeFile "$exeBackupPath"
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#Write-Step "Backing up original exe to ${exeBackupPath}"
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#Move-Item -Force $exeFile "$exeBackupPath"
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# Move patched pck to original path, on failure restore bak file
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try
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}
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# Move replacement exe to original path, on failure restore bak file
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try
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{
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Write-Step "Moving updated exe into game directory"
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Move-Item $newexeFile $exeFile
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}
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catch
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{
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Write-Step -ErrorMessage "Restoring original exe from .bak"
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Move-Item $exeBackupPath $exeFile.FullName
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}
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#try
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#{
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# Write-Step "Moving updated exe into game directory"
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# Move-Item $newexeFile $exeFile
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#}
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#catch
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#{
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# Write-Step -ErrorMessage "Restoring original exe from .bak"
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# Move-Item $exeBackupPath $exeFile.FullName
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#}
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}
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catch
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{

addons/godot-openxr/CHANGES.md

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Changes to the Godot OpenXR asset
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=================================
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1.3.0
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-------------------
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- Added default interaction profiles for Samsung Odyssey, HTC Cosmos, HTC Focus and Huawei controllers.
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- Added logic to enable publishing of the Godot OpenXR Android library to MavenCentral.
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- Fixed invalid pose data when controllers are becoming inactive.
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- Added Quest 2 controller models to the demo.
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- Add support for the hand tracking aim state extension.
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- OpenXR updated to 1.0.24
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- Oculus OpenXR mobile SDK version 40 update.
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- Added workaround for swapchain release issue.
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- Added signals for all session state changes.
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- Fix issue with configuring play space.
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1.2.0
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-------------------
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- Added interaction profile for the HP Reverb G2 controllers.
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- Removed deprecated `com.samsung.android.vr.application.mode` meta-data tag.
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- Updated repo `README`.
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- Added controller tracking confidence
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- Use correct predictive timing for controllers.
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- Renamed `FPSController` node of the first person controller scene to `FPController`.
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- Fixed output range for the trigger and grip values.
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- Improvements to swapchain format selection.
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1.1.1
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-------------------
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- Organised all third party resources into a thirdparty folder for easy maintenance.
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- Update to OpenXR 1.0.20
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- Update to Oculus OpenXR Mobile SDK v35
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- Added support for Oculus passthrough (Quest support only).
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- Fixed hand tracking support on Oculus Quest devices.
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- Added option to automatically initialise plugin when using the premade scenes.
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- Added function to retrieve playspace
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- Fixed rumble sending too short durations to controllers
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1.1.0
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-------------------
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- Implemented Android build (currently using Oculus loader, Quest support only)
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- Fix invalid transforms generated from invalid space locations when using OpenXRSkeleton or OpenXRPose.
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- Improved action map supporting secondary thumbstick/trackpad, menu and select buttons.
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1.0.3
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-------------------
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- Copy loader dll in place when compiling
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- Added mesh based hand scenes using Valve OpenXR hand meshes
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- Updated to OpenXR 1.0.18
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- Added action and interaction profile for thumbstick/joystick click, using button index 14 `JOY_VR_PAD`.
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1.0.2
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-------------------
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- Fix folder structure of godot_openxr.zip created by Github actions
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1.0.1
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-------------------
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- Fix crash issue on Oculus Link when taking headset off and putting it back on
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- Add support for finger tracking motion range
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1.0.0
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-------------------
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- Original implementation
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- Switched to use godot-cpp
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- Added actions and default profiles

addons/godot-openxr/README.md

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# Godot OpenXR plugin
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## Versions
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Requires Godot 3.4 or later. OpenXR support in Godot 4 is now available in the core without the need of a plugin.
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Only supports Windows (SteamVR, Oculus runtime), Linux (SteamVR, Monado) and Meta Quest.
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## Using this plugin
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To use this plugin make sure it is installed in `addons/godot-openxr` inside of your Godot project. Make sure to enabled the plugin in the projects dialog.
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See [the Godot official documentation website](https://docs.godotengine.org/en/stable/tutorials/vr/openxr/index.html) for further details.
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## Getting help
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The best place to get help in using this plugin is on the very active Godot Discord #xr channel. You can find the invite link on [the Godot community page](https://godotengine.org/community).
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Please report issues here: https://github.com/GodotVR/godot_openxr/issues
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## License
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This module is released under MIT license (see license file).
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The hand models in the `assets\valve_hand_models` are Copyright (c) Valve, see the folder for their license file.

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