Somewhere, the eye view transform is being applied twice. For now,
this hack with applying an inverse view transform corrects the bugged
lighting in the XR branch.
Replaces the raw controller button inputs with named OpenXR actions.
There's a lot of engine components that expect raw controller inputs
like the VR teleport script. Those will have to be refactored later,
but for now this works well enough and is perfectly usable. A small
issue I've hit is the LY input working for the teleport script,
but not for smooth locomotion. I've hacked around this by having
the "walk" action bound both to LX/LY and to the Translate actions.
It's a bit janky for teleports, but it's functional.
TODO: Feedback on intuitive bindings for other controller types besides
just the HTC Vive controllers.
Add missing includes on Windows.
Include GLX only on Linux.
Move openxr_platform.h include to OpenXrContext.h. To make this
possible, certain names from GLX/X11 need to be undefined in order to be
now includable in OpenXrInput.h.
Add Overte e.V. copyright.
Co-authored-by: Lubosz Sarnecki <lubosz@gmail.com>