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Releases: naelstrof/VRPlayspaceMover

Fixed crashing on Vive wireless.

13 Oct 21:24
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v0.1.7

03 Jun 19:11
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Low framerates no longer cause problems.

v0.1.6 hotfix

03 Jun 18:58
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  • I totally accidentally permanently enabled the --fakeTrackers mode. My bad!

v0.1.5 is out!

03 Jun 03:32
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  • --orbitTracker now auto-enables --fakeTrackers, same with --bodyHeight.
  • Minimum update rate set to 90hz, increases the smoothness at lower framerates in other games.

v0.1.4 is out!

02 Jun 01:24
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  • New --orbitTracker option for alternative (better?) fake trackers.
  • Improved CPU usage and smoother at lower framerates.
  • Throwing distance is no longer fps dependent.
  • Improved error messages for if the playspace mover fails to connect to steam or the vr input emulator.

Elegant Shutdown, Toggle-able physics.

30 Apr 22:16
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Closing the console window, or sending a SIGTERM to the process with CTRL+C will cause it to elegantly reset your playspace and disconnect fake trackers before shutting down.

Restarting the app will make it automatically detect if trackers were already created, and use those ones instead of creating new ones. Feel free to restart it all you want!

You can toggle physics with a bind now also. Check out https://github.com/naelstrof/VRPlayspaceMover#physics for more info!

Fake full body tracking!

30 Apr 09:06
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Now for those who don't have a Kinect or Vive Pucks, you can still climb around!

Physics!

28 Apr 22:27
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Now you can throw yourself, or fall from a great height.
It's disabled by default, use the --help command, or read the README.md to learn about the physics options!

Now to v0.0.1!

28 Apr 04:40
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  • No longer need to grab chaperone matrix. This also fixes a bug with mixing Oculus and Vive trackers.
  • Added --resetButtonMask option that lets you reset your playspace.
  • Offsets set before launching the app will no longer get overridden. (Allows you to offset trackers with Input Emulator's in-VR menus before launching the app.)
  • Added --help option.

v0.0.0

20 Apr 05:03
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First release!

README

Requires VR Input Emulator which is found here.