178 lines
8.1 KiB
Markdown
178 lines
8.1 KiB
Markdown
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# 4.2.1
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- Fixed snap-zones showing highlight when disabled.
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- Fixed pickup leaving target highlighted after picking up.
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- Fixed collision hands getting stuck too far from the real hands.
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# 4.2.0
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- Environments can now be set normally in scenes loaded through the staging system.
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- Fixed issue with not being able to push rigid bodies when colliding with them.
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- Fixed player movement on slopes.
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- Fixed lag in finger-poke.
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- Added initial collision hand support.
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- Added support for custom materials for 2D in 3D viewport
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- Updated pointer to support visibility properties and events
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- Modified virtual keyboard to expose viewport controls and default to unshaded
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- Cleaned up teleport and added more properties for customization
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- Modified pickup highlighting to support pickables in snap-zones
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- Added "UI Objects" layer 23 for viewports to support interaction by pointer and poking
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- Fixed player scaling issues with crouching and poke
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- **minor-breakage** Added support for passing user data between staged scenes with default handling for spawn-points
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- Moved teleport logic to player and added teleport area node
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- Change pointer event dispatching
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- Added multi-touch on 2D in 3D viewports and virtual-keyboard
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- Added option to disable laser-pointers when close to specific bodies/areas
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# 4.1.0
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- Enhanced grappling to support collision and target layers
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- Added Godot Editor XR Tools menu for layers and openxr configuration
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- Improved gliding to support roll-turning while flapping
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- Added render_target_size_multiplier to StartXR (requires Godot 4.1+)
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# 4.0.0
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- Conversion to Godot 4
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- Fixed footstep resource leak and added jump sounds and footstep signal
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- Added grab-point switching to pickable objects
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- Added return-to-snap-zone feature
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# 3.4.0
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- Fixed footstep resource leak and added jump sounds and footstep signal
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- Added grab-point switching to pickable objects
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- Added return-to-snap-zone feature
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# 3.3.0
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- Added reset-scene and scene-control functions to scene-base
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- Fixed snap-zones stealing objects picked out of other near-by snap-zones
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- Improved player body so it can be used to child objects to
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- Updated scene/script default physics layers to match recommendations on website
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# 3.2.0
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- Minimum supported Godot version set to 3.5
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- Added glide option for turning with arm-roll
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- Added physics gravity effects on the player so they can walk around a planet
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- Added wall-walking movement provider
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- Cleaned the code to pass gdlint code checks
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- Modified to work with both WebXR and OpenXR
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- Added enable property to pickable objects
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- Added support for snap-on-drop to snap-zones
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- Added glide options for gaining altitude when flapping arms
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- Added option to disable snap-turn repeating by setting the delay to 0
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- Added capability for pointer function to auto-switch between controllers
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# 3.1.0
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- Improvements to our 2D in 3D viewport for filtering, unshaded, and transparency options
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- Fixed editor preview system for our 2D in 3D viewport
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- Use value based grip input with threshold
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- Improved pointer demo supporting left hand with switching
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- Enhanced pointer laser visibility options for colliding with targets
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- Implement poke feature (finger interaction)
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- Improvements to snap turning
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- Moved staging solution into plugin so it can be re-used
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- Allow setting different animations for hands
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- Added enable/disable to snap-zones
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- Added XR settings as Godot editor plugin and the ability to load and save the settings
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- Added crouching movement provider
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- Modified climbing to use the hand which most recently grabbed the climbing object
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- Added enable/disable to pickup function
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- Added ability to override hand material
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- Added realistic hand models and textures
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- Added ability to override hand animations
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- Added additional search functions to find nodes
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- Added support for viewport 2D in 3D to support 2D scenes instanced in the tree
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- Added sprinting movement provider
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- Added support for setting hand-poses when the hand enters an area
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- Added support for setting grab-points on objects, and the grab-points supporting different hand-poses
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# 3.0.0
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- Included demo project with test scenes to evaluate features
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- Standardized class naming convention for all scripts to "XRTools<PascalCaseName>"
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- Standardized file naming convention to "snake_case_name.ext"
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- Added many explicit type specifiers in preparation for GDScript 2.0
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- Renamed some functions to avoid name-collisions with Godot 4.0
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# 2.6.0
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- Fixed enforcement of direct-movement maximum speed
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- Added editor icons for all nodes
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- Added collision bouncing to PlayerBody
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# 2.5.0
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- Added advanced player height control
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- Modified climbing to collapse player to a sphere to allow mounting climbed objects
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- Added crouch movement provider
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- Added example fall damage detection
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- Added moving platform support to player body
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- Fixed player height-clamping to work in player-units
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- Fixed glide T-pose detection to work in player-units
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- Fixed jump detection to work in player-units
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- Added valid-layer checking to teleport movement
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- Modified hand meshes (blend and glb) to be scaled, so the hand scenes can be 1:1 scaled
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- Modified hands to scale with world_scale (required for godot-openxr 1.3.0 and later)
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- Added physics hands with PhysicsBody bones
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- Fixed disabling of `_process` in XRToolsPickable script
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# 2.4.1
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- Fixed grab distance
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- Fixed snap-zone instance drop and free issue
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- Movement provides react properly when disabled
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- Hiding grapple target when disabled
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# 2.4.0
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- Added configuration setting for head height in player body.
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- Added Function_JumpDetect_movement to detect jumping via the players body and/or arms
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- Improved responsiveness of snap-turning
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- Moved flight logic from Function_Direct_movement to Function_Flight_movement
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- Added option to disable player sliding on slopes
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- Added support for remote grabbing
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- Moved turning logic from Function_Direct_movement to Function_Turn_movement
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- Fixed movement provider servicing so disabled/bypassed providers can report their finished events
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- Added grappling movement provider
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- Added snap-zones
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# 2.3.0
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- Added vignette
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- Moved player physics into new PlayerBody asset (breaking change)
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- Moved Function_Direct_movement settings for player physics into PlayerBody
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- Added Function_Glide_movement to allow the player to glide
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- Added Function_Jump_movement to allow the player to jump
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- Added Function_Climb_movement to allow the player to climb
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- Redid the setup of the hands to make it easier to extend to other gestures
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- Improved pickup and throwing logic
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# 2.2
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- Changed default physics layers to make more sense (minor breaking change)
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- Replaced Center On Node property with PickupCenter node you can place
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- Made Object_pickable script work by itself and registers as class `XRToolsPickable`
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- New Object_interactable convenience script that registers as class `XRToolsInteractable` that reacts to our pointer function
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- Removed ducktype switch from pointer, pointer will use signals over ducktyping automatically (minor breaking change)
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# 2.1
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- added option to highlight object that can be picked up
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- added option to snap object to given location (if reset transform is true)
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- added callback when shader cache has finished
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- using proper UI for layers
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- added hand controllers that react on trigger and grip input
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- fixed delta on move and slide (breaking change!)
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- letting go of an object now adds angular velocity
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# 2.0
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- Renamed add on to **godot-xr-tools**
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- Add enums to our export variables
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- Add a switch on pickable objects to keep their current positioning when picked up
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- Move direct movement player collision slightly backwards based on player radius
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- Added switch between step turning and smooth turning
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- Fixed sizing issue with teleport
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- Added option to change pickup range
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# 1.2
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- Assign button to teleport function and no longer need to set origin
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- Added pickable object support
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- Fixed positioning of direct movement collision shape
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- Added strafe and fly mode for directional
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- Added ability to enable/disable the movement functions
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- Added 2D in 3D viewport for UI
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- Improved throwing by assigning linear velocity
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# 1.1*
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- previous versions were not tracked
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* Note that version history before 1.2 was not kept and is thus incomplete
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