Updated the SDK with the latest code from the TF and HL2 branches
* Adds support for Visual Studio 2012 and 2013 * VR Mode: . Switches from headtrack.dll to sourcevr.dll . Improved readability of the UI in VR . Removed the IPD calibration tool. TF2 will now obey the Oculus configuration file. Use the Oculus calibration tool in your SDK or install and run "OpenVR" under Tools in Steam to calibrate your IPD. . Added dropdown to enable VR mode in the Video options. Removed the -vr command line option. . Added the ability to switch in and out of VR mode without quitting the game . By default VR mode will run full screen. To switch back to a borderless window set the vr_force_windowed convar. . Added support for VR mode on Linux * Many assorted bug fixes and other changes from Team Fortress in various shared files
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@@ -4244,7 +4244,7 @@ FPExceptionDisabler::FPExceptionDisabler()
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// Retrieve the current state of the exception flags. This
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// must be done before changing them. _MCW_EM is a bit
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// mask representing all available exception masks.
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_controlfp_s(&mOldValues, _MCW_EM, _MCW_EM);
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_controlfp_s(&mOldValues, 0, 0);
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// Set all of the exception flags, which suppresses FP
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// exceptions on the x87 and SSE units.
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_controlfp_s(0, _MCW_EM, _MCW_EM);
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@@ -4269,7 +4269,7 @@ FPExceptionEnabler::FPExceptionEnabler(unsigned int enableBits /*= _EM_OVERFLOW
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// Retrieve the current state of the exception flags. This
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// must be done before changing them. _MCW_EM is a bit
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// mask representing all available exception masks.
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_controlfp_s(&mOldValues, _MCW_EM, _MCW_EM);
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_controlfp_s(&mOldValues, 0, 0);
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// Make sure no non-exception flags have been specified,
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// to avoid accidental changing of rounding modes, etc.
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@@ -507,7 +507,7 @@ bool VMatrix::IsRotationMatrix() const
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FloatMakePositive( v2.Dot(v3) ) < 0.01f;
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}
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void VMatrix::SetupMatrixOrgAngles( const Vector &origin, const QAngle &vAngles )
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static void SetupMatrixAnglesInternal( vec_t m[4][4], const QAngle & vAngles )
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{
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float sr, sp, sy, cr, cp, cy;
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@@ -528,6 +528,11 @@ void VMatrix::SetupMatrixOrgAngles( const Vector &origin, const QAngle &vAngles
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m[0][3] = 0.f;
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m[1][3] = 0.f;
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m[2][3] = 0.f;
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}
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void VMatrix::SetupMatrixOrgAngles( const Vector &origin, const QAngle &vAngles )
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{
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SetupMatrixAnglesInternal( m, vAngles );
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// Add translation
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m[0][3] = origin.x;
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@@ -540,6 +545,21 @@ void VMatrix::SetupMatrixOrgAngles( const Vector &origin, const QAngle &vAngles
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}
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void VMatrix::SetupMatrixAngles( const QAngle &vAngles )
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{
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SetupMatrixAnglesInternal( m, vAngles );
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// Zero everything else
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m[0][3] = 0.0f;
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m[1][3] = 0.0f;
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m[2][3] = 0.0f;
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m[3][0] = 0.0f;
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m[3][1] = 0.0f;
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m[3][2] = 0.0f;
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m[3][3] = 1.0f;
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}
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//-----------------------------------------------------------------------------
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// Sets matrix to identity
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//-----------------------------------------------------------------------------
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