Releases: BOLL7708/OpenVROverlayPipe
v2.101 Editor update
The editor now has:
- Download buttons for the two config formats
- The ability to store a config in the browser's local storage to be loaded later
- An image based preview so .gif files are animated
This will stay as a pre-release until I've tested the editor out more myself, or someone else reports no issues. I think it should be all OK but have not tried absolutely everything. The application itself has had no functional changes since the previous release.
v2.96 Stability fixes, gif support, error reporting
- New
imagePath
property, the path to a local file on the system, which can be used as an alternative toimageData
which is Base64 encoded image data - Support for animated
.gif
files and high resolution image scaling through a new render system, submitted by @jeppevinkel as a pull request - A range of stability fixes
- Error reporting as response messages
v1.93 Pre-release for gif + filePath support
- New
imagePath
property, the path to a local file, which can be used as an alternative toimageData
. - Support for
.gif
files, with the help of @jeppevinkel
As a side note, there will be some more refactoring before pushing this as a proper release version.
v1.79 Nonce and some more property changes
Addition
Custom notifications can now include a nonce value that will be returned in a callback when that notification has been dismissed. Some error responses will also be returned in the same type of response. The response object looks like this:
{
"nonce": "",
"message": "",
"error": ""
}
Property/payload changes
attachToHorizon
->ignoreAnchorPitch
alignToHorizon
->ignoreAnchorRoll
- NEW! ->
ignoreAnchorYaw
v1.74 Adjustments to animation payload, editor updated
Adjusted the animation payload and added a new field to flip the waveform. More waveforms to be added later.
Updated the custom notification editor, no local storage yet but can export a JSON payload or a JavaScript object.
v1.72 Major overhaul, added follow mode & animations (breaking payload changes)
- BREAKING CHANGE: Most payload fields renamed to make more sense when seen in isolation.
- Follow mode added, a notification can now reposition itself if you look a set degrees away from it.
- Animations added, you can now add linear or cycling animations to the notifications, more options to be added later.
- Readme updated to reflect the above, as well as list new properties.
- Editor updated, but also cut back a bit, will no longer save/load the last config. Full config managed planned.
I've squashed all the bugs I could find when combining properties + transitions + animations, if you still find something that acts weird, make sure to post an issue so I can fix it!
v1.64 Roll and more anchors (breaking change)
In properties the headset
field has been replaced with an anchor
field, which is a number that represent these anchor points:
- 0: World
- 1: Head
- 2: Left hand
- 3: Right hand
There is also a new property for roll
, which does what it sounds like, sets the roll angle of the notification.
v1.60 Text Areas (and breaking payload changes)
Changed major version as this release contains breaking changes, mainly:
- Transitions have swapped from being two fields in the payload to being an array that takes two entries, this to match the format of the new text areas that can take any number of entries.
- There are two new offset values in the properties instead of just angular adjustments.
The readme will be updated momentarily.
v0.54 Added level setting to custom notifications
The level option allows you to keep the origin on the horizon, which can help keep things inside the visual field even if the user might be whipping their head around.
v0.46 Channel support for custom notifications
It is now possible to submit to multiple channels of custom notifications, this means separate queues and they can show up simultaneously. There is no hard limit set in the application for the number of channels, but SteamVR itself has a limit of 128 overlays, last time I checked, but I doubt anyone would... do more than that, right?