- support for Oculus Rift
- fixed crash on exit after mod installation
- fixed underwater rendering
- more rocks in water
- better water fresnel, reflected color
- fixed sound buffers in vehicle
- turret/aux axis handling moved to script
- custom mipmap creation for water (was perf issue on 7000)
- modified white balance computation
- fixed bluish terrain after sunset in distance
- added export for static objects
- removed aircraft and vehicles from builder
Stereoscopic rendering mode for Oculus Rift can be enabled in the full version of Anteworld. The checkbox to use the Rift is present is in graphics settings.
This is just initial support, some things will have to be tweaked further.
The tracker is currently auto-calibrated and the default viewing direction is set when the terrain appears first after loading, so there you should have the Rift looking forward. It cannot yet be reset during gameplay (the key is bound to semicolon but it doesn't yet work).
Since the UI would be unreadable on the Rift if scaled normally, it's using a virtual screen when you have to turn your head to see the UI elements when in the sandbox mode (after pressing ESC). There's one bug though - mouse pointer currently works only on the left side. UI elements usually highlight in some way when the pointer hovers over them, so if they don't you may have to move the mouse to the left side.
There are many things that don't work correctly in stereo mode yet. Editing tools haven't been tested at all.
Note - apart from Rift mode there's also a generic stereoscopic mode that can be used without the Rift. It can be enabled by pressing alt+semicolon. The same key can be also used to toggle between the stereo and normal mode.Outerra Tech demo download
(upgradable to Anteworld in-game)