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[pull] master from LibreVR:master #1

Merged
merged 839 commits into from
Jan 16, 2019
Merged

[pull] master from LibreVR:master #1

merged 839 commits into from
Jan 16, 2019
This pull request is big! We’re only showing the most recent 250 commits.

Commits on Dec 13, 2017

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Commits on Dec 14, 2017

  1. SettingsManager: Look for custom app-specific scripts.

    Also some general refactoring with use of smart pointers.
    CrossVR committed Dec 14, 2017
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  2. Oculus.js: Check the response status code.

    Some pre-release apps were being added as "Page not found".
    CrossVR committed Dec 14, 2017
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Commits on Dec 18, 2017

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Commits on Dec 19, 2017

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Commits on Dec 21, 2017

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Commits on Dec 22, 2017

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  7. InputManager: Make grip_mode a global.

    This will allow us to optimize it later so it's only updated when the settings change.
    CrossVR committed Dec 22, 2017
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Commits on Dec 28, 2017

  1. fixing external sensor spoofing with WMR which caused apps like Henry…

    … to have tracking issues
    tamer82 committed Dec 28, 2017
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Commits on Dec 29, 2017

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  2. Merge pull request #877 from tamer82/master

    fixing external sensor spoofing with WMR which caused apps like Henry…
    CrossVR authored Dec 29, 2017
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Commits on Dec 30, 2017

  1. Merge pull request #879 from tamer82/master

    Reducing far frustum value as large value seems to break CocoVR
    CrossVR authored Dec 30, 2017
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Commits on Dec 31, 2017

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Commits on Jan 1, 2018

  1. Update appcast.xml

    CrossVR authored Jan 1, 2018
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  2. Update appcast.xml

    CrossVR authored Jan 1, 2018
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Commits on Jan 3, 2018

  1. Update appcast.xml

    CrossVR authored Jan 3, 2018
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Commits on Jan 4, 2018

  1. Restructure the repository.

    LibOVRProxy is removed in the process for now.
    CrossVR committed Jan 4, 2018
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  4. Revive: Copyheart.

    CrossVR committed Jan 4, 2018
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Commits on Jan 6, 2018

  1. Revive: Update project file.

    CrossVR committed Jan 6, 2018
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  3. Remixed: Add hooking support.

    Includes forcing BGRA support.
    CrossVR committed Jan 6, 2018
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  4. Remixed: Use a sane default FOV.

    This won't be correct for all headsets
    We'll likely need our own D3D context to get real FOV data earlier.
    CrossVR committed Jan 6, 2018
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Commits on Jan 7, 2018

  1. Update cppwinrt submodule.

    CrossVR committed Jan 7, 2018
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Commits on Jan 8, 2018

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Commits on Jan 9, 2018

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Commits on Jan 22, 2018

  1. Update CompositorBase.cpp

    Since `vr::VRCompositor()->SetTrackingSpace()` is never called, use the stored TrackingOrigin for the session
    LukeRoss00 authored Jan 22, 2018
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  2. Merge pull request #908 from LukeRoss00/patch-1

    Update CompositorBase.cpp
    CrossVR authored Jan 22, 2018
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Commits on Jan 28, 2018

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  7. InputManager: Don't set the CalibratedOrigin.

    Fixes issues with recentering the seated pose.
    CrossVR committed Jan 28, 2018
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  8. default.lua: Restore old trigger-as-grip behaviour.

    This works much better with gestures and guns.
    CrossVR committed Jan 28, 2018
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  10. Update appcast.xml

    CrossVR authored Jan 28, 2018
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Commits on Jan 31, 2018

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Commits on Feb 6, 2018

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Commits on Feb 13, 2018

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Commits on Feb 14, 2018

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Commits on Feb 17, 2018

  1. CompositorD3D: Construct a dummy device with a seed frame.

    This way we can get FOV information early.
    CrossVR committed Feb 17, 2018
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Commits on Feb 18, 2018

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Commits on Feb 20, 2018

  1. Remixed: Use the left-eye pose as the headpose.

    This works better with the WMR reprojection instead of the headpose.
    CrossVR committed Feb 20, 2018
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  2. Remixed: The Numerics documentation is full of lies.

    The matrices are actually column-major for some strange reason.
    CrossVR committed Feb 20, 2018
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  5. Revive: Switch from glew to glad.

    The new loader is smaller and easier to build.
    CrossVR committed Feb 20, 2018
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Commits on Feb 21, 2018

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Commits on Feb 26, 2018

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Commits on Mar 19, 2018

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  3. ReviveOverlay: Add support for Remixed.

    Falls back to Remixed if SteamVR is unavailable.
    CrossVR committed Mar 19, 2018
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  4. Fix a few path errors.

    CrossVR committed Mar 19, 2018
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  6. CompositorGL: Explicitly disable debug output in release mode.

    Fixes Oculus Medium crashing on simple GL warnings.
    CrossVR committed Mar 19, 2018
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Commits on Mar 21, 2018

  1. Update to Oculus SDK 1.24

    CrossVR committed Mar 21, 2018
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Commits on Mar 27, 2018

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Commits on Mar 28, 2018

  1. Remixed: Fix Unreal Engine failing to present frames.

    The Unreal Engine submits frame 1 twice.
    Add error handling to fix this case.
    CrossVR committed Mar 28, 2018
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  2. Update appcast.xml

    CrossVR authored Mar 28, 2018
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  3. Update appcast.xml

    CrossVR authored Mar 28, 2018
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Commits on Apr 5, 2018

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Commits on Apr 9, 2018

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Commits on Apr 10, 2018

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Commits on Apr 11, 2018

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  8. Remixed: Keep a history of frames.

    This helps with stats reporting and concurrency.
    CrossVR committed Apr 11, 2018
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Commits on Apr 12, 2018

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  3. FrameList: Use a reverse iterator.

    You're much more likely to ask about recent frames rather than older ones.
    CrossVR committed Apr 12, 2018
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  4. Remixed: Add support for Quad layers.

    Doesn't seem to actually work in the headset though.
    CrossVR committed Apr 12, 2018
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  5. Remixed: Disable quad layer support.

    Until we can get it working properly.
    CrossVR committed Apr 12, 2018
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  6. Remixed: Apply EnsureSameHemisphere() fix for Oculus Medium.

    Copied from Revive.
    CrossVR committed Apr 12, 2018
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Commits on Apr 13, 2018

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  4. Update appcast.xml

    CrossVR authored Apr 13, 2018
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Commits on Apr 18, 2018

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Commits on Apr 28, 2018

  1. Update README.md

    CrossVR authored Apr 28, 2018
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Commits on May 8, 2018

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Commits on May 12, 2018

  1. Update appcast.xml

    CrossVR authored May 12, 2018
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Commits on May 13, 2018

  1. Update appcast.xml

    CrossVR authored May 13, 2018
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Commits on May 15, 2018

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  2. WIP: Update to OpenVR v1.0.15

    Breaks all DX11 games right now.
    CrossVR committed May 15, 2018
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Commits on May 17, 2018

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  3. Remixed: Properly decompose projection matrices.

    The previous conversion assumed symmetric projections.
    CrossVR committed May 17, 2018
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  4. Remove cppwinrt submodule.

    C++/WinRT is now part of the Windows SDK.
    CrossVR committed May 17, 2018
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Commits on May 18, 2018

  1. FrameList: Use a reverse iterator to find a frame within a timestamp.

    This is more efficient and prioritizes more recent frames when the target
    falls within the frame duration of two frames.
    CrossVR committed May 18, 2018
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Commits on May 20, 2018

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  11. Update README.md

    CrossVR authored May 20, 2018
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Commits on May 21, 2018

  1. Release a hotfix.

    CrossVR committed May 21, 2018
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Commits on May 22, 2018

  1. Release a hotfix.

    CrossVR committed May 22, 2018
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  3. Release a hotfix.

    CrossVR committed May 22, 2018
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Commits on May 23, 2018

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Commits on May 24, 2018

  1. Installer: Stop including debug symbols.

    It was useful for a while, but not anymore.
    CrossVR committed May 24, 2018
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Commits on Jun 12, 2018

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Commits on Jul 16, 2018

  1. Vulkan: Fix extension retrieval functions.

    It seems like the code bitrotted into something that causes access violations.
    CrossVR committed Jul 16, 2018
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  2. Update to Vulkan 1.1.77

    CrossVR committed Jul 16, 2018
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  4. Update to Oculus SDK 1.26

    CrossVR committed Jul 16, 2018
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Commits on Jul 17, 2018

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  3. Release a hotfix.

    CrossVR committed Jul 17, 2018
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Commits on Jul 26, 2018

  1. InputManager: Fix typo.

    CrossVR committed Jul 26, 2018
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  2. CompositorBase: Don't allow applications to wait in WaitToBeginFrame().

    WaitToBeginFrame() can be called from the CPU thread creating a
    race condition with the render thread.
    CrossVR committed Jul 26, 2018
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  3. InputManager: Update the controller status with the state.

    This is a safety net because there are hard-to-reproduce cases
    where controllers are not detected, but are connected.
    CrossVR committed Jul 26, 2018
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Commits on Jul 27, 2018

  1. Update appcast.xml

    CrossVR authored Jul 27, 2018
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Commits on Aug 16, 2018

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  2. Revert "InputManager: Add fallbacks for touch events."

    This reverts commit c4d6559.
    CrossVR committed Aug 16, 2018
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  3. Revert "InputManager: Fix typo."

    This reverts commit 5df458b.
    CrossVR committed Aug 16, 2018
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Commits on Aug 18, 2018

  1. Update README.md

    CrossVR authored Aug 18, 2018
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Commits on Oct 7, 2018

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Commits on Oct 9, 2018

  1. Update to Oculus SDK 1.30

    CrossVR committed Oct 9, 2018
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  6. Update appcast.xml

    CrossVR authored Oct 9, 2018
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Commits on Oct 23, 2018

  1. Update appcast.xml

    CrossVR authored Oct 23, 2018
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Commits on Oct 29, 2018

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  3. Remove Oculus Avatar editor.

    CrossVR committed Oct 29, 2018
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  4. Release a hotfix.

    CrossVR committed Oct 29, 2018
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Commits on Nov 2, 2018

  1. Update Overlay.qml

    CrossVR authored Nov 2, 2018
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Commits on Nov 18, 2018

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  3. CompositorBase: Don't flush draw calls before submitting.

    SteamVR knows best when to flush.
    CrossVR committed Nov 18, 2018
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Commits on Nov 21, 2018

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Commits on Nov 25, 2018

  1. Revert "Revive: Remove support for patching."

    This reverts commit 958cf10.
    CrossVR committed Nov 25, 2018
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  9. ReviveOverlay: Copy over input manifests at runtime.

    This also moves all application data to the non-roaming data folder.
    CrossVR committed Nov 25, 2018
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  10. Update appcast.xml

    CrossVR authored Nov 25, 2018
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Commits on Nov 27, 2018

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  5. Installer: Clean up app data.

    CrossVR committed Nov 27, 2018
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Commits on Nov 29, 2018

  1. InputManager: Use Windows ANSI code pages to decode UTF16.

    It looks like OpenVR expects Windows-1252 instead of UTF-8.
    CrossVR committed Nov 29, 2018
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Commits on Dec 4, 2018

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  3. Update appcast.xml

    CrossVR authored Dec 4, 2018
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Commits on Dec 14, 2018

  1. Create issue_template.md

    Issue report template.
    Will help us sorting out and diagnosing the issues more easily if properly filled in.
    Dragoboss authored Dec 14, 2018
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  2. Update issue_template.md

    What device is the issue about?
    Dragoboss authored Dec 14, 2018
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Commits on Dec 15, 2018

  1. Include all external licenses in the main license

    Since the license is included in the installer this is the easiest way to adhere to the "Redistributions in binary form" clauses
    CrossVR authored Dec 15, 2018
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  2. Remixed: Allow the tracking state prediction to be updated by repeate…

    …d calls.
    
    Also give the proper target time.
    CrossVR committed Dec 15, 2018
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Commits on Dec 20, 2018

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  3. Update appcast.xml

    CrossVR authored Dec 20, 2018
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Commits on Dec 31, 2018

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Commits on Jan 6, 2019

  1. Merge pull request #1154 from brads55/master

    Ensure D3D render target is restored after call to RenderTextureSwapChain (D3D)
    CrossVR authored Jan 6, 2019
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Commits on Jan 15, 2019

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