From 55495955dae7a952a7c3dea56347a7d2df4be7a1 Mon Sep 17 00:00:00 2001 From: Mark Browning Date: Thu, 4 Jul 2013 06:05:09 -0700 Subject: [PATCH] Create gh-pages branch via GitHub --- images/arrow-down.png | Bin 0 -> 423 bytes images/octocat-small.png | Bin 0 -> 570 bytes index.html | 311 ++++++++++++++++++++++++++ javascripts/scale.fix.js | 20 ++ params.json | 1 + stylesheets/pygment_trac.css | 69 ++++++ stylesheets/styles.css | 413 +++++++++++++++++++++++++++++++++++ 7 files changed, 814 insertions(+) create mode 100644 images/arrow-down.png create mode 100644 images/octocat-small.png create mode 100644 index.html create mode 100644 javascripts/scale.fix.js create mode 100644 params.json create mode 100644 stylesheets/pygment_trac.css create mode 100644 stylesheets/styles.css diff --git a/images/arrow-down.png b/images/arrow-down.png new file mode 100644 index 0000000000000000000000000000000000000000..585b0bddba878b95acc961fc5c0c55c3ea2e75db GIT binary patch literal 423 zcmeAS@N?(olHy`uVBq!ia0vp^JU}eW!3HFke0{SLNU;<^miKrK zR4D>d>0FeWSdy8arx22vo62CJZ=!E#Q zuUEhHFKq}eVcf!fOXk2252o^`A0Pfx?pl-`?tS^o=dZa}n)o-rOj#-_e`l7jy7u+r zhj0Hd|L1+)z+f_A|GJISy4qrPpME*#k;S{#M4)d)HS2xXctpM~nN-ejV$=G%1)}zh z6_&;B=NTB*Rz&o)EN^QNw)=Nauj9or^J@~D*Th}TXM8@bL&NZxPHmc!SKl9%dr^gl zqh@m|zG6sNdzVY`kauM4^m$&|dG9N?-~61nSXA6TxH5R=Pxc4Kow9qMI-LOq1%s!n KpUXO@geCw=gQOS$ literal 0 HcmV?d00001 diff --git a/images/octocat-small.png b/images/octocat-small.png new file mode 100644 index 0000000000000000000000000000000000000000..66c25398dd9090905e37aa2d48bb2d77a0ac6255 GIT binary patch literal 570 zcmV-A0>%A_P)V>IRB3Hx05~r+FEKJgdgKHE00ELo zL_t(Ijg^xed`v89bwq|>- zBcAI>wNjQ~{V)H%tlWtR3ZPgl_WI*s7zQut?CiWv)3hNC$Q&OX?xs?y7lFshPE4M* zWwYbCv9ZzqmMOqA&6xTyFpvlX0a(^MlwlaPupofy>3N$E3)SoOTg`Kw1aKY(ER{+J z8i40IIbbma`(6R7dL#-k0u){W3czrO-f82x&g$~grz@IyWqNvQc6)p4Nm@33tb3m8 zqya>Phsa&m{#?w>&fMT<@_Edvm9hja12DK_rqO6@Dy6#qH=`bjY5@o|v#Lj;wod}b>JrdoE#olbS0=7RdB$LTJ@R`4#*!KNI_tZAjO+JC<^Z)<=07*qo IM6N<$f|}m$2LJ#7 literal 0 HcmV?d00001 diff --git a/index.html b/index.html new file mode 100644 index 00000000..a77adf29 --- /dev/null +++ b/index.html @@ -0,0 +1,311 @@ + + + + + + Minecrift by mabrowning + + + + + + + + +
+
+

Minecrift

+

VR mod for Minecraft; specifically targetting Oculus Rift, but support for other tech

+ + + +

This project is maintained by mabrowning

+ + +
+
+

+Minecrift Mod for Minecraft

+ +

Current Version: 1.0 beta

+ +

StellaArtois, mabrowning 2013

+ +

+What is Minecrift?

+ +

The cheesy name apart, Minecrift attempts to update Minecraft to support the +Oculus Rift. Initially this means allowing head-tracking input and using the +correct stereo rendering parameters for the Rift. We also are in the progress +of supporting different control schemes and positional head tracking. Minecraft +for various control schemes. Minecrift is also meant as a kick up the arse to +Mojang, so that they can add official Oculus support in the near future. If and +when Minecraft officially supports the Rift, Minecrift development might cease +(unless they make a complete hash of it), but probably not. +With thanks to:

+ +
    +
  • Palmer Luckey and his team for creating the Oculus Rift. The future is +finally here (well for some people anyway; mine hasn't arrived yet).
  • +
  • Markus "Notch" Persson for creating Minecraft. What has it grown into?
  • +
  • The team behind the MCP coders' pack, and the Minecraft community - why +Mojang bother obfuscating the source when you guys have done such a fantastic +job of de-obfuscating it is beyond me!
  • +
  • Powback for his initial work on the Java JNI wrapper to the SDK. Seeing this +inspired me to get off my arse and get modding. See +this Reddit thread +
  • +
  • shakesoda and Ben (and others?) at MTBS for creating the GLSL version of the +Oculus distortion shader.
  • +
  • The guys at Valve for giving some good advice on updating a game for VR.
  • +
  • +@PyramidHead76 for building the MacOS libs, and toiling to produce the +installation guide!!
  • +
  • Brad Larson and his GPUImage library, for the Lanczos GLSL shader +implementation for the FSAA.
  • +
  • All the feedback and support of the folks in the MTBS3D forums!
  • +

+Where to get it?

+ +

We make regular releases and update the MTBS3D forum thread when a release is +ready for general use. However, if you can't wait that long, we do have a +continuous integration service generously provided by +CloudBees.

+ +

Click the button below to go to our Jenkins page where you can download the +latest build hot-off-the-presses.

+ +

Powered By CloudBees

+ +

+Installation

+ +

REQUIRES Minecraft 1.5.2 With Optifine HD D3

+ +

+Magic Launcher

+ +

The recommended way to install Minecrift is use the magic +launcher, +which is available for Windows, OSX, and Linux.

+ +
    +
  • Download Optifine HD D3, but don't extract.
  • +
  • Extract the minecrift_1.0_beta.zip
  • +
  • Open the Magic Launcher.
  • +
  • Click the 'Setup' configuration button.
  • +
  • Create a new Configuration and call it "minecrift" (or whatever you prefer)
  • +
  • Add these zips, in order: + +
      +
    • OptiFine_1.5.2_HD_U_D3.zip
    • +
    • JRift.jar
    • +
    • SixenseJava.jar (if you have a Razer Hydra)
    • +
    • minecrift_1.0_beta_classes.zip
    • +
    +
  • +
  • Click 'Test' to make sure it works.
  • +
  • When satisfied, click 'OK' to Save the configuration.
  • +
  • From now on, just start Magic Launcher and use the "minecrift" configuration +to play!
  • +

In addition, you will need to update LWJGL to the latest version. Older versions are unsupported.

+ +

+Manual

+ +

It is possible to install Minecrift without using the Magic launcher, but this +way hasn't been tested as well. Use the steps below according to your operating +system. You'll still need to update LWJGL according to the tutorial linked above.

+ +

+Windows

+ +

Minecrift for Windows requires Vista or above and a graphics card & driver capable of at least OpenGL 3.3 support.

+ +
    +
  • Download Optifine HD D3 +
  • +
  • Change directory to %APPDATA%\.minecraft\bin
  • +
  • Open your minecraft.jar file using 7-zip, winzip etc.
  • +
  • Select all, and drag and drop in the entire contents of the +OptiFine_1.5.2_HD_U_D3.zip into the minecraft.jar.
  • +
  • Select all, and drag and drop in the entire contents of the +/minecrift_1.0_beta_classes.zip (but not the zip itself) from the Minecrift +zip into the minecraft.jar archive.
  • +
  • Select all, and drag and drop in the entire contents of the +/JRift.jar (but not the zip itself) from the Minecrift +zip into the minecraft.jar archive.
  • +
  • If you have a Razer Hydra and would like to use it, Select all, and drag and +drop in the entire contents of the /SixenseJava.jar (but not the zip +itself) from the Minecrift zip into the minecraft.jar archive.
  • +
  • Make sure to delete the META-INF folder in minecraft.jar. Close 7zip / +winzip.
  • +
  • +IMPORTANT (but only required once). Install the Microsoft VS2012 C++ +redists (both x86 and x64) from +here +
  • +
  • Start up Minecraft and off you go. If you get a black screen on login, trying +running an admin command prompt, cd to your minecraft.exe dir and enter the +command +>java -cp Minecraft.exe net.minecraft.LauncherFrame +This should allow any exceptions or errors on Minecraft startup to show up in +the console.
  • +

+MacOS

+ +

Follow the same steps for Windows, but use ~/Library/Application +Support/minecraft instead of \.minecraft.

+ +
    +
  • The VS2012 C++ redistribute is not required.
  • +

+Linux

+ +

Follow the same steps for MacOS, but use ~/.minecraft/ instead of +~/Library/Application Support/minecraft.

+ +

+Razer Hydra

+ +

Version 1.0 is the first to include full Razer Hydra support. If you have one, +include SixenseJava.jar in your modlist to enable the functionality.

+ +
    +
  • OrientationTracker: If you don't have an Oculus Rift, you can use the left +controler for head orientation (direction).
  • +
  • PositionTracker: This makes a huge immersion difference. The Hydra can feed +position data the game engine to allow you to look up, down, around corners, +squat, and generally move around. Use one or two controllers attached to +your head and adjust the offsets from your eye center on the VR Options.
  • +
  • Controller: Use the right controller to turn the view left/right, move +forward and backwards, place blocks, mine, select item, jump, sneak, access +your inventory and navigate menus. The controls are currently hardcoded:
  • +
  • +

    In game:

    + +
      +
    • Joystick X: Turn left/right
    • +
    • Joystick Y: Move forward/back
    • +
    • 1: Drop item
    • +
    • 2: Jump
    • +
    • 3: Select next left item (mousewheel up)
    • +
    • 4: Select next right item (mousewheel down)
    • +
    • JOYSTICK: Sneak
    • +
    • Bumper: Place block/use item/interact (right mouse)
    • +
    • Trigger: Mine block (left mouse)
    • +
    • Start: Access Inventory
    • +
    +
  • +
  • +

    In Menus/Inventories:

    + +
      +
    • Joystick: mouse up/down/left/right (don't use the actual mouse at + the same time: known issue)
    • +
    • Trigger: Left Click
    • +
    • Bumper: Right Click
    • +
    • JOYSTICK: "Shift"
    • +
    +
  • +
  • You should be able to take advantage of the new 1.5 inventory management + controls with this joystick mapping.

  • +

Joystick sensitivity can be set in VR Options.

+ +

+Controls/Usage

+ +

Here are some other hotkeys that allow quick access to changing VR settings.

+ +
    +
  • All Minecrift settings are present in the Options->Minecrift screen, but +keyboard shortcuts are also available for convenience
  • +
  • Make sure to read the tool-tips on each setting in VR Options to get an +understanding for what it is adjusting. VR is best when you tune the experience +to your setup.
  • +
  • Pressing space-bar while in a menu will reset the orientation of the head tracker +to make the current direction "forward"

  • +
  • F1 to bring up the game HUD / overlay if it isn't already up.

  • +
  • Ctrl and - / = for IPD adjustment. Hold ALT as well for fine adjustment. The +IPD setting should be saved between sessions.

  • +
  • Ctrl O to attempt to reinitialise the Rift (including head tracking).

  • +
  • Ctrl P while not in a menu to turn distortion on / off. Sometimes useful if +the offset mouse pointer is a pain in the menus. Ctrl-Alt P to toggle +chromatic aberration correction.

  • +
  • Ctrl L toggles head-tracking ON/OFF. Ctrl-Alt L toggles tracking prediction +ON/OFF. It is OFF by default.

  • +
  • Ctrl U changes the HUD distance. Ctrl-Alt U changes the HUD scale. Ctrl-Alt Y +toggles opacity on the HUD.

  • +
  • Ctrl-M toggles rendering of the player's mask ON/OFF.

  • +
  • FOV adjustment within Minecraft will have no effect - I use the FOV as +calculated from within the Oculus SDK.

  • +
  • Allow user to use mouse pitch input as well as yaw. Use Ctrl-N to toggle.

  • +
  • Large or Auto GUI size recommended.

  • +
  • Use Ctrl-B to turn Full Scene Anti-aliasing (FSAA) on/off. Use Ctrl-Alt B to +cycle the FSAA renderscale. Be warned; this feature is a resource hog!! If +you cannot get 60fps at your desired FSAA level, cycle it to a lower scale +factor. Anyone with a nVidia GTX Titan please let me know what average FPS +you get at scale factor 4.0!

  • +
  • Ctrl , or . decreases or increases the FOV scale factor. This can be used to +fine tune FOV if it doesn't look quite right to you.

  • +
  • Ctrl-Alt , or . decreases or increases various sizes of distortion border. +This can be used to improve rendering speed, at a potential loss of FOV.

  • +
  • Ctrl V cycles through head track sensitivity multipliers. Try this at your +own risk!

  • +

+Known Issues

+ +
    +
  • FSAA (Super Sampling) doesn't work on OSX and is disabled.
  • +
  • Linux doesn't support Oculus Rift head tracker (yet).
  • +
  • A white line can sometimes be seen at the top or bottom edge of the HUD. No +known workaround.
  • +
  • When using both the joystick and the mouse to navigate menus, the cursor +does not respond to clicks where it appears. For now, only use one or the other.
  • +
  • Sometimes, the Hydra calibration text does not appear... if the hydra isn't +responding, try doing the calibration steps: point at base with left, click, +point at base with right, click.
  • +

+Feedback, bug reporting

+ +

Please post feedback, bug reports etc. to the GitHub issue +tracker. Please search before +posting to see if the issue has already been reported

+ +

There is also discussion happening at this forum thread at +MTBS

+ +

+Roadmap

+ +
    +
  • Investigate gamepad support.
  • +
  • Make controls remappable.
  • +
  • Add more natural VR interfaces.
  • +
  • Fix bugs.
  • +
+
+ +
+ + + + + + \ No newline at end of file diff --git a/javascripts/scale.fix.js b/javascripts/scale.fix.js new file mode 100644 index 00000000..08716c00 --- /dev/null +++ b/javascripts/scale.fix.js @@ -0,0 +1,20 @@ +fixScale = function(doc) { + + var addEvent = 'addEventListener', + type = 'gesturestart', + qsa = 'querySelectorAll', + scales = [1, 1], + meta = qsa in doc ? doc[qsa]('meta[name=viewport]') : []; + + function fix() { + meta.content = 'width=device-width,minimum-scale=' + scales[0] + ',maximum-scale=' + scales[1]; + doc.removeEventListener(type, fix, true); + } + + if ((meta = meta[meta.length - 1]) && addEvent in doc) { + fix(); + scales = [.25, 1.6]; + doc[addEvent](type, fix, true); + } + +}; \ No newline at end of file diff --git a/params.json b/params.json new file mode 100644 index 00000000..8ceb651c --- /dev/null +++ b/params.json @@ -0,0 +1 @@ +{"name":"Minecrift","tagline":"VR mod for Minecraft; specifically targetting Oculus Rift, but support for other tech","body":"#Minecrift Mod for Minecraft\r\n\r\nCurrent Version: 1.0 beta\r\n\r\nStellaArtois, mabrowning 2013\r\n\r\n##What is Minecrift?\r\n\r\nThe cheesy name apart, Minecrift attempts to update Minecraft to support the\r\nOculus Rift. Initially this means allowing head-tracking input and using the\r\ncorrect stereo rendering parameters for the Rift. We also are in the progress\r\nof supporting different control schemes and positional head tracking. Minecraft\r\nfor various control schemes. Minecrift is also meant as a kick up the arse to\r\nMojang, so that they can add official Oculus support in the near future. If and\r\nwhen Minecraft officially supports the Rift, Minecrift development might cease\r\n(unless they make a complete hash of it), but probably not.\r\nWith thanks to:\r\n\r\n- Palmer Luckey and his team for creating the Oculus Rift. The future is\r\n finally here (well for some people anyway; mine hasn't arrived yet).\r\n- Markus \"Notch\" Persson for creating Minecraft. What has it grown into?\r\n- The team behind the MCP coders' pack, and the Minecraft community - why\r\n Mojang bother obfuscating the source when you guys have done such a fantastic\r\n job of de-obfuscating it is beyond me!\r\n- Powback for his initial work on the Java JNI wrapper to the SDK. Seeing this\r\n inspired me to get off my arse and get modding. See\r\n [this Reddit thread](http://www.reddit.com/r/oculus/comments/1c1vh0/java_wrapper_for_devs/)\r\n- shakesoda and Ben (and others?) at MTBS for creating the GLSL version of the\r\n Oculus distortion shader.\r\n- The guys at Valve for giving some good advice on updating a game for VR.\r\n- @PyramidHead76 for building the MacOS libs, and toiling to produce the\r\n installation guide!!\r\n- Brad Larson and his GPUImage library, for the Lanczos GLSL shader\r\n implementation for the FSAA.\r\n- All the feedback and support of the folks in the MTBS3D forums!\r\n\r\n#Where to get it?\r\n\r\nWe make regular releases and update the MTBS3D forum thread when a release is \r\nready for general use. However, if you can't wait that long, we do have a \r\ncontinuous integration service generously provided by \r\n[CloudBees](http://www.cloudbees.com). \r\n\r\nClick the button below to go to our Jenkins page where you can download the\r\nlatest build hot-off-the-presses.\r\n\r\n[![Powered By CloudBees](http://www.cloudbees.com/sites/default/files/Button-Powered-by-CB.png)\r\n](https://minecraftvr.ci.cloudbees.com/job/minecrift/)\r\n\r\n***\r\n\r\n##Installation\r\n\r\nREQUIRES Minecraft 1.5.2 With [Optifine HD D3](http://www.minecraftforum.net/topic/249637-152-optifine-hd-d3-fps-boost-hd-textures-aa-af-and-much-more/)\r\n\r\n###Magic Launcher\r\n\r\nThe recommended way to install Minecrift is use the [magic\r\nlauncher](http://www.minecraftforum.net/topic/939149-launcher-magic-launcher-114-mods-options-profiles-news/),\r\nwhich is available for Windows, OSX, and Linux.\r\n\r\n- Download Optifine HD D3, but don't extract.\r\n- Extract the minecrift\\_1.0\\_beta.zip\r\n- Open the Magic Launcher.\r\n- Click the 'Setup' configuration button.\r\n- Create a new Configuration and call it \"minecrift\" (or whatever you prefer)\r\n- Add these zips, in order:\r\n - OptiFine\\_1.5.2\\_HD\\_U\\_D3.zip \r\n - JRift.jar \r\n - SixenseJava.jar (if you have a Razer Hydra)\r\n - minecrift\\_1.0\\_beta\\_classes.zip \r\n- Click 'Test' to make sure it works.\r\n- When satisfied, click 'OK' to Save the configuration.\r\n- From now on, just start Magic Launcher and use the \"minecrift\" configuration\r\n to play!\r\n\r\n\r\nIn addition, you will need to [update LWJGL to the latest version](http://www.minecraftwiki.net/wiki/LWJGL). Older versions are unsupported.\r\n\r\n###Manual\r\n\r\nIt is possible to install Minecrift without using the Magic launcher, but this\r\nway hasn't been tested as well. Use the steps below according to your operating\r\nsystem. You'll still need to update LWJGL according to the tutorial linked above.\r\n\r\n###Windows\r\n\r\nMinecrift for Windows requires Vista or above and a graphics card & driver capable of at least OpenGL 3.3 support.\r\n\r\n- Download [Optifine HD D3](http://www.minecraftforum.net/topic/249637-152-optifine-hd-d3-fps-boost-hd-textures-aa-af-and-much-more/)\r\n- Change directory to %APPDATA%\\\\.minecraft\\bin\r\n- Open your minecraft.jar file using 7-zip, winzip etc. \r\n- Select all, and drag and drop in the *entire contents* of the\r\n OptiFine\\_1.5.2\\_HD\\_U\\_D3.zip into the minecraft.jar.\r\n- Select all, and drag and drop in the *entire contents* of the\r\n /minecrift\\_1.0\\_beta\\_classes.zip (but not the zip itself) from the Minecrift\r\n zip into the minecraft.jar archive.\r\n- Select all, and drag and drop in the *entire contents* of the\r\n /JRift.jar (but not the zip itself) from the Minecrift\r\n zip into the minecraft.jar archive.\r\n- If you have a Razer Hydra and would like to use it, Select all, and drag and\r\n drop in the *entire contents* of the /SixenseJava.jar (but not the zip\r\n itself) from the Minecrift zip into the minecraft.jar archive.\r\n- Make sure to delete the META-INF folder in minecraft.jar. Close 7zip /\r\n winzip.\r\n- *IMPORTANT* (but only required once). Install the Microsoft VS2012 C++\r\n redists (both x86 and x64) from\r\n [here](http://www.microsoft.com/visualstudio/11/en-us/downloads/vc-redist#vc-redist)\r\n- Start up Minecraft and off you go. If you get a black screen on login, trying\r\n running an admin command prompt, cd to your minecraft.exe dir and enter the\r\n command \r\n>java -cp Minecraft.exe net.minecraft.LauncherFrame\r\nThis should allow any exceptions or errors on Minecraft startup to show up in\r\nthe console.\r\n\r\n###MacOS\r\n\r\nFollow the same steps for Windows, but use ~/Library/Application\r\nSupport/minecraft instead of \\\\.minecraft.\r\n- The VS2012 C++ redistribute is not required.\r\n\r\n###Linux\r\n\r\n\r\nFollow the same steps for MacOS, but use ~/.minecraft/ instead of\r\n~/Library/Application Support/minecraft.\r\n\r\n##Razer Hydra\r\nVersion 1.0 is the first to include full Razer Hydra support. If you have one, \r\ninclude SixenseJava.jar in your modlist to enable the functionality.\r\n - OrientationTracker: If you don't have an Oculus Rift, you can use the left\r\n controler for head orientation (direction).\r\n - PositionTracker: This makes a huge immersion difference. The Hydra can feed\r\n position data the game engine to allow you to look up, down, around corners,\r\n squat, and generally move around. Use one or two controllers attached to\r\n your head and adjust the offsets from your eye center on the VR Options.\r\n - Controller: Use the right controller to turn the view left/right, move\r\n forward and backwards, place blocks, mine, select item, jump, sneak, access\r\n your inventory and navigate menus. The controls are currently hardcoded:\r\n - In game:\r\n - Joystick X: Turn left/right\r\n - Joystick Y: Move forward/back\r\n - 1: Drop item\r\n - 2: Jump\r\n - 3: Select next left item (mousewheel up)\r\n - 4: Select next right item (mousewheel down)\r\n - JOYSTICK: Sneak\r\n - Bumper: Place block/use item/interact (right mouse)\r\n - Trigger: Mine block (left mouse)\r\n - Start: Access Inventory\r\n\r\n - In Menus/Inventories:\r\n - Joystick: mouse up/down/left/right (don't use the actual mouse at\r\n\t\t\t the same time: known issue)\r\n - Trigger: Left Click\r\n - Bumper: Right Click\r\n - JOYSTICK: \"Shift\"\r\n\r\n - You should be able to take advantage of the new 1.5 inventory management\r\n\t controls with this joystick mapping.\r\n\r\nJoystick sensitivity can be set in VR Options.\r\n\r\n##Controls/Usage\r\n\r\nHere are some other hotkeys that allow quick access to changing VR settings.\r\n\r\n- All Minecrift settings are present in the Options->Minecrift screen, but\r\n keyboard shortcuts are also available for convenience\r\n- Make sure to read the tool-tips on each setting in VR Options to get an\r\n understanding for what it is adjusting. VR is best when you tune the experience\r\n to your setup.\r\n- Pressing space-bar while in a menu will reset the orientation of the head tracker \r\n to make the current direction \"forward\"\r\n\r\n- F1 to bring up the game HUD / overlay if it isn't already up. \r\n- Ctrl and - / = for IPD adjustment. Hold ALT as well for fine adjustment. The\r\n IPD setting should be saved between sessions.\r\n- Ctrl O to attempt to reinitialise the Rift (including head tracking).\r\n- Ctrl P while not in a menu to turn distortion on / off. Sometimes useful if\r\n the offset mouse pointer is a pain in the menus. Ctrl-Alt P to toggle\r\n chromatic aberration correction.\r\n- Ctrl L toggles head-tracking ON/OFF. Ctrl-Alt L toggles tracking prediction\r\n ON/OFF. It is OFF by default.\r\n- Ctrl U changes the HUD distance. Ctrl-Alt U changes the HUD scale. Ctrl-Alt Y\r\n toggles opacity on the HUD.\r\n- Ctrl-M toggles rendering of the player's mask ON/OFF.\r\n- FOV adjustment within Minecraft will have no effect - I use the FOV as\r\n calculated from within the Oculus SDK.\r\n- Allow user to use mouse pitch input as well as yaw. Use Ctrl-N to toggle.\r\n- Large or Auto GUI size recommended.\r\n- Use Ctrl-B to turn Full Scene Anti-aliasing (FSAA) on/off. Use Ctrl-Alt B to\r\n cycle the FSAA renderscale. Be warned; this feature is a resource hog!! If\r\n you cannot get 60fps at your desired FSAA level, cycle it to a lower scale\r\n factor. Anyone with a nVidia GTX Titan please let me know what average FPS\r\n you get at scale factor 4.0!\r\n- Ctrl , or . decreases or increases the FOV scale factor. This can be used to\r\n fine tune FOV if it doesn't look quite right to you.\r\n- Ctrl-Alt , or . decreases or increases various sizes of distortion border.\r\n This can be used to improve rendering speed, at a potential loss of FOV.\r\n- Ctrl V cycles through head track sensitivity multipliers. Try this at your\r\n own risk!\r\n\r\n##Known Issues\r\n\r\n- FSAA (Super Sampling) doesn't work on OSX and is disabled.\r\n- Linux doesn't support Oculus Rift head tracker (yet).\r\n- A white line can sometimes be seen at the top or bottom edge of the HUD. No\r\n known workaround.\r\n- When using both the joystick and the mouse to navigate menus, the cursor \r\n does not respond to clicks where it appears. For now, only use one or the other.\r\n- Sometimes, the Hydra calibration text does not appear... if the hydra isn't \r\n responding, try doing the calibration steps: point at base with left, click, \r\n point at base with right, click.\r\n\r\n## Feedback, bug reporting\r\n\r\n\r\nPlease post feedback, bug reports etc. to the [GitHub issue\r\ntracker](https://github.com/mabrowning/minecrift/issues). Please search before\r\nposting to see if the issue has already been reported\r\n\r\nThere is also discussion happening at this [forum thread at\r\nMTBS](http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17146)\r\n\r\n## Roadmap\r\n\r\n\r\n- Investigate gamepad support.\r\n- Make controls remappable.\r\n- Add more natural VR interfaces.\r\n- Fix bugs.","google":"UA-42183544-1","note":"Don't delete this file! 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+} + +table { + border: 1px solid #ccc; + margin-bottom: 32px; + text-align: left; + } + +th { + font-family: 'Arvo', Helvetica, Arial, sans-serif; + font-size: 18px; + font-weight: normal; + padding: 10px; + background: #232323; + color: #FDFEFB; + } + +td { + padding: 10px; + background: #ccc; + } + + +/* Wrapper */ +.wrapper { + width:960px; +} + + +/* Header */ + +header { + background-color: #171717; + color: #FDFDFB; + width:170px; + float:left; + position:fixed; + border: 1px solid #000; + -webkit-border-top-right-radius: 4px; + -webkit-border-bottom-right-radius: 4px; + -moz-border-radius-topright: 4px; + -moz-border-radius-bottomright: 4px; + border-top-right-radius: 4px; + border-bottom-right-radius: 4px; + padding: 34px 25px 22px 50px; + margin: 30px 25px 0 0; + -webkit-font-smoothing: antialiased; +} + +p.header { + font-size: 16px; +} + +h1.header { + font-family: Arvo, sans-serif; + font-size: 30px; + font-weight: 300; + line-height: 1.3em; + border-bottom: none; + margin-top: 0; +} + + +h1.header, a.header, a.name, header a{ + color: #fff; +} + +a.header { + text-decoration: underline; +} + +a.name { + white-space: nowrap; +} + +header ul { + list-style:none; + padding:0; +} + +header li { + list-style-type: none; + width:132px; + height:15px; + margin-bottom: 12px; + line-height: 1em; + padding: 6px 6px 6px 7px; + + background: #AF0011; + background: -moz-linear-gradient(top, #AF0011 0%, #820011 100%); + background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,#f8f8f8), color-stop(100%,#dddddd)); + background: -webkit-linear-gradient(top, #AF0011 0%,#820011 100%); + background: -o-linear-gradient(top, #AF0011 0%,#820011 100%); + background: -ms-linear-gradient(top, #AF0011 0%,#820011 100%); + background: linear-gradient(top, #AF0011 0%,#820011 100%); + + border-radius:4px; + border:1px solid #0D0D0D; + + -webkit-box-shadow: inset 0px 1px 1px 0 rgba(233,2,38, 1); + box-shadow: inset 0px 1px 1px 0 rgba(233,2,38, 1); + +} + +header li:hover { + background: #C3001D; + background: -moz-linear-gradient(top, #C3001D 0%, #950119 100%); + background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,#f8f8f8), color-stop(100%,#dddddd)); + background: -webkit-linear-gradient(top, #C3001D 0%,#950119 100%); + background: -o-linear-gradient(top, #C3001D 0%,#950119 100%); + background: -ms-linear-gradient(top, #C3001D 0%,#950119 100%); + background: linear-gradient(top, #C3001D 0%,#950119 100%); +} + +a.buttons { + -webkit-font-smoothing: antialiased; + background: url(../images/arrow-down.png) no-repeat; + font-weight: normal; + text-shadow: rgba(0, 0, 0, 0.4) 0 -1px 0; + padding: 2px 2px 2px 22px; + height: 30px; +} + +a.github { + background: url(../images/octocat-small.png) no-repeat 1px; +} + +a.buttons:hover { + color: #fff; + text-decoration: none; +} + + +/* Section - for main page content */ + +section { + width:650px; + float:right; + padding-bottom:50px; +} + + +/* Footer */ + +footer { + width:170px; + float:left; + position:fixed; + bottom:10px; + padding-left: 50px; +} + +@media print, screen and (max-width: 960px) { + + div.wrapper { + width:auto; + margin:0; + } + + header, section, footer { + float:none; + position:static; + width:auto; + } + + footer { + border-top: 1px solid #ccc; + margin:0 84px 0 50px; + padding:0; + } + + header { + padding-right:320px; + } + + section { + padding:20px 84px 20px 50px; + margin:0 0 20px; + } + + header a small { + display:inline; + } + + header ul { + position:absolute; + right:130px; + top:84px; + } +} + +@media print, screen and (max-width: 720px) { + body { + word-wrap:break-word; + } + + header { + padding:10px 20px 0; + margin-right: 0; + } + + section { + padding:10px 0 10px 20px; + margin:0 0 30px; + } + + footer { + margin: 0 0 0 30px; + } + + header ul, header p.view { + position:static; + } +} + +@media print, screen and (max-width: 480px) { + + header ul li.download { + display:none; + } + + footer { + margin: 0 0 0 20px; + } + + footer a{ + display:block; + } + +} + +@media print { + body { + padding:0.4in; 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