Testing l4d duplication conditions. Rift tracking on as default.
Reading debugMode from config.
Checking for debug mode rather than gamemode as debug/datagatherer mode "on" condition. Set debugMode in config.xml to 1 to enable data gatherer mode.
Adds forceAdapterNumber to config.xml. This option is for attempting to force games to load using the Rift when it is not the primary display. 0 is the default primary adapter. Valid range is 0 up to the number of adapters on the system. 1 will probably be the Rift for most people. If a value outside of the valid range is entered the default is used. Experimental, works in my brief testing but I have no idea how it will behave on systems with more than one video card as well as multiple output cards.
ShaderModRepo out of gamehandler as it doesn't have any game specific code. closes #44
Also removes init from device, moves all initialisation to constructor.
Good duplication rules for L4D.
Extra diagnostic printing for selected shader.
Removing remnants of old child device proxies.
Rename GameHandler -> DuplicationConditions
Source duplications rules into factory
Ego and UE3 default duplication rules.
Loading duplicationRule number from game profile
Creation of duplication condition object from factory using value specified in cfg
Testing new MatrixTransformHUD.h modification for adjusting ue3 based game huds (scaleform huds)
Add BeforeDrawing changes for depth stencils
Trying to work out which ego game render targets to duplicate and which not to duplicate with dirt3. No real progress.
Making negative forceAdapter values equivalent to ignoring forceAdapter
Disabling some debug messages that are happening ever frame with the OculusTracker.cpp
Dear Esther tracking settings back to default (were incorrectly changed due to settings not being loaded correctly until a value was changed.)
ForceAdapter off by default.
Borderlands 2 rules updated for HUD handling.
Disable roll for ego games (tracking in these games should be done via opentrack).
unreal.xml, removed second rule that causes unreal 3 to crash.
Notes on b2 rules.
Added hudDistance mode (distance or separation).
Saving of hud distance and scale to file even if they were previously missing.
Fix uint comparison with int warning.