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
This commit is contained in:
Joe Ludwig
2013-12-03 08:54:16 -08:00
parent 2861c3fbfc
commit beaae8ac45
424 changed files with 11410 additions and 11271 deletions
+24 -24
View File
@@ -616,11 +616,7 @@ void CVoteController::VoteControllerThink( void )
}
else
{
// Don't track failed dedicated server votes
if ( m_iEntityHoldingVote != DEDICATED_SERVER )
{
m_potentialIssues[m_iActiveIssueIndex]->OnVoteFailed();
}
m_potentialIssues[m_iActiveIssueIndex]->OnVoteFailed( m_iEntityHoldingVote );
m_resetVoteTimer.Start( 5.0 );
}
}
@@ -895,34 +891,38 @@ const char *CBaseIssue::GetVotePassedString( void )
//-----------------------------------------------------------------------------
// Purpose: Store failures to prevent vote spam
//-----------------------------------------------------------------------------
void CBaseIssue::OnVoteFailed( void )
void CBaseIssue::OnVoteFailed( int iEntityHoldingVote )
{
// Check for an existing match
for ( int index = 0; index < m_FailedVotes.Count(); index++ )
// Don't track failed dedicated server votes
if ( BRecordVoteFailureEventForEntity( iEntityHoldingVote ) )
{
FailedVote *pFailedVote = m_FailedVotes[index];
if ( Q_strcmp( pFailedVote->szFailedVoteParameter, GetDetailsString() ) == 0 )
// Check for an existing match
for ( int index = 0; index < m_FailedVotes.Count(); index++ )
{
int nTime = sv_vote_failure_timer.GetInt();
FailedVote *pFailedVote = m_FailedVotes[index];
if ( Q_strcmp( pFailedVote->szFailedVoteParameter, GetDetailsString() ) == 0 )
{
int nTime = sv_vote_failure_timer.GetInt();
#ifdef TF_DLL
if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
{
nTime = sv_vote_failure_timer_mvm.GetInt();
}
if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
{
nTime = sv_vote_failure_timer_mvm.GetInt();
}
#endif // TF_DLL
pFailedVote->flLockoutTime = gpGlobals->curtime + nTime;
pFailedVote->flLockoutTime = gpGlobals->curtime + nTime;
return;
return;
}
}
}
// Need to create a new one
FailedVote *pNewFailedVote = new FailedVote;
int iIndex = m_FailedVotes.AddToTail( pNewFailedVote );
Q_strcpy( m_FailedVotes[iIndex]->szFailedVoteParameter, GetDetailsString() );
m_FailedVotes[iIndex]->flLockoutTime = gpGlobals->curtime + sv_vote_failure_timer.GetFloat();
// Need to create a new one
FailedVote *pNewFailedVote = new FailedVote;
int iIndex = m_FailedVotes.AddToTail( pNewFailedVote );
Q_strcpy( m_FailedVotes[iIndex]->szFailedVoteParameter, GetDetailsString() );
m_FailedVotes[iIndex]->flLockoutTime = gpGlobals->curtime + sv_vote_failure_timer.GetFloat();
}
}
//-----------------------------------------------------------------------------
@@ -939,7 +939,7 @@ bool CBaseIssue::CanTeamCallVote( int iTeam ) const
bool CBaseIssue::CanCallVote( int iEntIndex, const char *pszDetails, vote_create_failed_t &nFailCode, int &nTime )
{
// Automated server vote - don't bother testing against it
if ( iEntIndex == DEDICATED_SERVER )
if ( !BRecordVoteFailureEventForEntity( iEntIndex ) )
return true;
// Bogus player