345f8b5f17
Group animgallery cards by mod and add group quick filters
master
ml
2026-10-27 08:27:59 +01:00
90303894ce
Fix animgallery rendering bugs and mitigate AI-upscale frame flicker
ml
2026-10-27 07:54:19 +01:00
a8d7ff76df
Fix critter sprites cropped in the software renderer
ml
2026-10-18 07:33:56 +02:00
9d0a0d5798
Add engine-debug-tools and fix critter animation rendering bugs
ml
2026-10-18 06:59:47 +02:00
ab2b778f44
Add AI-upscaled critter/object art as a new MDL mod type
ml
2026-09-27 20:52:35 +02:00
389abd7de7
Add a first-party MDL mod-build system and reorganize modding/ under src/
ml
2026-09-26 15:41:56 +02:00
c0952898ae
Moving some directories
ml
2026-09-26 15:20:07 +02:00
e410d82680
Fix hacked GTK3/GLFW crash by vendoring a patched sqweek/dialog
ml
2026-09-26 10:37:01 +02:00
c91080aba7
Adding modding folder with a hacked build.
ml
2026-09-26 08:53:08 +02:00
cdb960dc71
Adding publishing assets for Github and Sidequest
ml
2026-09-26 06:45:46 +02:00
790b4ffd21
Add screenshots, a quick start and a trademark notice to the README
v0.5.5
ml
2026-09-25 20:25:17 +02:00
135e474a14
Add v0.5.3 screenshots and a video; name captures by version.
v0.5.3
ml
2026-09-21 20:14:51 +02:00
295f4869c1
Sign release APKs with a fixed key from CI secrets
ml
2026-09-20 17:47:43 +02:00
f0a83df667
Replace the logo and icon with QuestShock artwork; add a GitHub release workflow
ml
2026-09-20 17:23:55 +02:00
9586c58a67
Add a QuestShock startup splash; rename the app and data folder
v0.5.2
ml
2026-09-20 16:49:28 +02:00
5d7564c3b5
Update the docs and add AGENTS.md
v0.5.1
ml
2026-09-20 15:14:55 +02:00
70c43240bc
Add a Cheats menu tab with engine cheat buttons and unlimited-resource switches
v0.5.0
ml
2026-09-20 14:59:33 +02:00
d8324d409e
Add free view and a separate cyberspace action set
v0.4.0
ml
2026-09-20 07:24:44 +02:00
c24b7f15cb
Add remappable controller controls with a Controller Options tab
ml
2026-09-20 06:08:50 +02:00
e1e6a006d4
Add configurable game/initial screen width and distance, with a bundled first-run config
ml
2026-09-06 09:00:45 +02:00
5fe4cdf7f8
Bump AGP to 8.5.2 and Gradle to 8.7 for 16 KB page-size support
ml
2026-09-05 16:18:29 +02:00
369555efc7
Making the menu slightly larger
ml
2026-09-05 15:53:15 +02:00
360a1f7e3d
Add VR locomotion: move/turn with thumbsticks while the menu is open
ml
2026-09-05 15:47:54 +02:00
c0619a55ab
Add a language option to the VR menu, and fix a crash switching to it
ml
2026-09-05 08:09:12 +02:00
09280dd410
Overhaul the VR menu UI: header, tabs, live video options, hover/click feedback, i18n, and dragging
ml
2026-09-05 07:02:30 +02:00
c4fd4eb3dd
Adding support for a configuration file
ml
2026-09-05 05:30:00 +02:00
e0a2e1f4bf
Fix persistent GL_INVALID_OPERATION spam and resolution-change bugs on Android
ml
2026-09-04 16:34:52 +02:00
504ed3e1cb
Fix SFX and MIDI music not playing on Android
ml
2026-08-30 07:09:16 +02:00
d6e438a541
Fix 3D texture corruption and stuck/dead-key input bugs
ml
2026-08-29 19:26:53 +02:00
a2fb95e57b
Add Windows cross-compilation via MinGW, and fix Docker build permission issues on vboxsf-mounted checkouts
matthias2026-08-11 05:14:13 +02:00
581af95e7b
Drive the engine's mouse cursor from the VR aim ray on the game quad
ml
2026-08-14 08:36:09 +02:00
824b4a2506
Give the game quad the same laser-beam pointer as the overlays
ml
2026-08-14 07:59:09 +02:00
920842a465
Show a laser-beam pointer while aiming at the menu/keyboard
ml
2026-08-14 07:30:13 +02:00
3be310ade6
Split the keyboard onto its own translucent OpenXR quad
ml
2026-08-14 06:43:44 +02:00
2d8fb49bf5
Add hand-built on-screen keyboard to the OpenXR menu quad
ml
2026-08-05 08:11:16 +02:00
1be0bebda2
Split the menu quad back onto its own independent OpenXR swapchain
ml
2026-08-02 08:01:14 +02:00
2b52b818e8
Added a make android-studio target that wraps ./run-image.sh bash build-image/prepare-android-project.sh --host-paths, and updated the README (Layout's Makefile-target list, "5.2. Building natively in Android Studio", and "5.3. Testing cycles") to reference it — including a note that it must be re-run after make clean specifically, since that's what just bit you. Run make android-studio now to fix the build.
ml
2026-08-02 06:46:07 +02:00
d2dc58391b
Add controller input and a laser-pointer-driven menu quad
v0.3.0
ml
2026-08-02 06:27:49 +02:00
2300d081c3
Add OpenXR bring-up: render the game as a floating quad in an immersive Quest session
ml
2026-07-25 07:25:27 +02:00
0f59898bb6
- AndroidManifest.xml: add android:screenOrientation="landscape" and a <layout> defaultWidth/defaultHeight/minWidth/minHeight/gravity hint - Quest's Home shell otherwise defaults a freshly-launched 2D panel to a portrait shape, cropping the game's 4:3 640x480 content down to a sliver. - The actual root cause of the remaining crop (game rendering into one corner of an otherwise correctly-sized panel), found via on-device logcat and the new diagnostics below rather than guesswork: ChangeScreenSize() (engine/src/MacSrc/ShockBitmap.c) calls SDL_SetWindowSize() whenever the game sets its video mode. That's a desktop-only operation in effect - Android has no SetWindowSize driver hook, so SDL's generic layer instead overwrites its own cached window size to the game's internal resolution (640x480) and synthesizes a resize event from that, desyncing SDL's notion of the window size from the real, unchanged Android surface (e.g. 1600x1200). Both SDL's own renderer viewport and the engine's custom GL viewport then scale against that corrupted cached size. 10-android-no-window-resize.patch skips the desktop-only SDL_SetWindowFullscreen/SetWindowSize/ SetWindowPosition calls on Android, keeping the legitimate SDL_RenderSetLogicalSize/offscreen-bitmap setup. - 06-android-resize-event.patch: also react to SDL_WINDOWEVENT_RESIZED in the engine's event loop, not just SIZE_CHANGED - Android's SDL video backend never sends SIZE_CHANGED for surface-driven resizes, only RESIZED, an independent gap worth closing regardless of the bug above. - 08/09-android-logcat-*.patch: route the engine's existing log.c output (previously plain fprintf(stderr,...), never actually captured by logcat on this build) through __android_log_vprint instead, so every existing INFO/DEBUG/WARN/ERROR call site becomes visible for on-device debugging. This is what made the diagnostic below (and everything since) observable at all. - 07-android-size-diagnostics.patch: one-time startup log comparing SDL_GetWindowSize/SDL_GL_GetDrawableSize/SDL_GetRendererOutputSize - the evidence that actually pinned down the SDL_SetWindowSize bug above. - QuestShockActivity.java: add a diagnostic onSizeChanged() log on GameSurface, used to rule out a later Android-side panel relayout as the cause before finding the real one.
v0.2.2
ml
2026-07-24 06:31:18 +02:00
4e47e0a989
Fix missing-assets detection race, 16 KB page alignment, and Android audio backend
ml
2026-07-23 19:20:22 +02:00
ac640762d7
Fix Quest launch crashes, version the APK like the tarball, and support native builds in Android Studio
ml
2026-07-23 06:42:45 +02:00
3da137da09
rename Shockolate tar ball
ml
2026-07-20 13:51:10 +02:00
3034703994
Adding publishing of the APK
v0.2.1
ml
2026-07-20 13:16:33 +02:00
66f02a0c61
The Android/Quest CMakeLists.txt patch previously reimplemented desktop immediate-mode GL (glBegin/glVertex3f/glEnd and friends) from scratch on top of GLES, since GLES has none of it. That code compiled but was never actually exercised - no on-screen verification was possible without real Quest hardware - making it the biggest unverified risk in the port.
v0.2.0
ml
2026-07-20 12:52:34 +02:00
9e2c9ffbe6
Adding first APK build
ml
2026-07-20 09:45:08 +02:00
8712269b51
Adding a logo and NodeJS to the build image
ml
2026-07-19 16:50:36 +02:00
a5ec8db5f7
Vendor the Shockolate engine and build it via a Docker image with every dependency (SDL2, SDL2_mixer, fluidsynth-lite, a MIDI soundfont) prebuilt, so compiling the engine needs no network access - just the image and the engine source. Add res/assets/extract_assets.sh to pull the game's data files out of a purchased GOG installer, and a Makefile that assembles a runnable dist/ from the two.
v0.1.0
ml
2026-07-19 15:43:38 +02:00
3ed6400466
Adding LICENSE file and initial .gitignore
ml
2026-07-19 13:02:58 +02:00