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Commits on Apr 17, 2019
  1. Merge pull request #1984 from ExtendRealityLtd/docs/2019-install

    thestonefox committed Apr 17, 2019
    docs(README.md): add instructions for Unity 2019.1 installation
  2. docs(README.md): add instructions for Unity 2019.1 installation

    thestonefox committed Apr 17, 2019
    Unity 2019.1 requires the XR Legacy Input Helpers to be installed as
    the XR packages from Unity have been removed from the core product
    and put into their own package in the Unity Package Manager.
    
    These instructions describe how to obtain the required package.
Commits on Apr 9, 2019
  1. Merge pull request #1976 from ExtendRealityLtd/fix/various-fixes

    thestonefox committed Apr 9, 2019
    Fix/various fixes - fixes #1975 - fixes #1974 - fixes #1970
Commits on Apr 8, 2019
  1. feat(examples): use transform drive in shotgun

    thestonefox committed Apr 8, 2019
    The shotgun prefab in the example scene now uses a
    DirectionalTransformDrive instead of the DirectionalJointDrive as it
    creates fewer issues than using a nested physics joint but still
    gives the same effect of being able to pump to reload.
  2. fix(Interactions): ensure directional drive works in local space

    thestonefox committed Apr 8, 2019
    The DirectionalTransformDrive would not work if it was nested to
    another interactable object and the MoveToTargetValue was true
    because the TransformPropertyApplier would always work in world space
    which meant the drive was never calculating the correct position.
    
    Now it's possible to work in local space which resolves this issue.
    
    The directional and rotational drive also had an issue where they
    would re-enable the rigidbody kinematic state when ungrabbed due to
    the default behaviour of the Interactable. This has been configured
    to never emit the rigidbody kinematic change events for either drive
    as they should not be changing the kinematic states.
    
    The Interactable Consumer Rigidbody can also now be null and the
    relevant code that uses it will perform a null check. This won't
    work for nested interactables because there will be no collision
    catch rigidbody, however if a non-nested interactable is required
    without a kinematic rigidbody, then this should allow for that.
  3. fix(examples): ensure axis rotation uses headset as rotation origin

    thestonefox committed Apr 7, 2019
    The axis rotation locomotion now uses the new rotation origin property
    on the TransformEulerRotationMutator to ensure when the play area is
    rotated that it rotates around where the user is standing (i.e. the
    headset location).
    
    Because the rotation origin must be a child of the target, a new
    object follower proxy has been set up that is a child of the playarea
    alias and simply follows the position of the headset alias.
  4. fix(CameraRig): use updated position mutator property on simulator

    thestonefox committed Apr 7, 2019
    The TransformPositionMutator property for dealing with the direction
    to move the Target has been updated in Zinnia from `RotationalOffset`
    to `FacingDirection`.
    
    As the SimulatedCameraRig used this property previously, it means the
    setting had been deleted due to the property name change. This fix
    adds the references back in.
  5. chore(Dependencies): update Zinnia submodule to latest head

    thestonefox committed Apr 7, 2019
    Latest Zinnia changes bring the ability to provide a custom rotation
    origin to the TransformEulerRotationMutator.
Commits on Apr 7, 2019
  1. fix(examples): ensure InputAxisCreator prompt settings are per project

    thestonefox committed Apr 4, 2019
    The InputAxisCreator prompt would not display in a new project if an
    existing VRTK project had been created locally and the `Do not prompt
    again` option had been checked. This is because the key was being saved
    into the `EditorPrefs` which meant that the Unity editor would persist
    that key across any project.
    
    This fix introduces a GUID check for the `Assets/VRTK` directory to
    make sure the key is unique per project. This has an issue that if
    the `VRTK.meta` file is deleted, then a new GUID will exist and the
    prompt will display again, however it's unlikely the `VRTK.meta` file
    will be deleted so it's an acceptable side effect.
  2. fix(Interactions): prevent exception when attempting auto grab

    thestonefox committed Apr 4, 2019
    The auto Grab method on the interactor and interactable was throwing
    an exception due to the attempt creation of an ActiveCollisionContainer
    was failing as the event data list was empty yet it was trying to set
    the first element on a list.
    
    This fix simply checks to see if the list is empty and if it is then
    adds a default entry that can be set by the creation logic.
Commits on Apr 4, 2019
  1. fix(examples): prevent wind mill and floor from fading view

    thestonefox committed Apr 4, 2019
    Due to an issue where if the headset starts in the floor it will cause
    the view to fade due to the CollisionFader on the headset, so it's
    easier to just exclude the floor from being able to fade the headset
    as it's not likely users will be putting their head in the floor.
    
    The Wind Mill also has an issue where the climbable mesh is a convex
    collider which means the whole section even where there is no visible
    mesh is considered a collider that will fade the headset, this means
    that simply standing underneath the wind mill would cause the view to
    fade. For the simplicity of the scene, it's easier to just ignore
    the wind mill from fading the view. It also shows how it's possible
    to exclude climbable elements from fading the view.
  2. fix(Interactions): set rigidbody maxAngularVelocity to infinity

    thestonefox committed Apr 4, 2019
    Unity sets a rigidbody maximum angular velocity to 7 mps by default
    which is acceptable for most uses, however with tracking rigidbodies
    to follow the angular changes of a posed controller then this max
    velocity is not enough.
    
    This manifests into an issue with using rigidbody tracking on the
    object follow as the target object slowly rotating to keep up with
    the source object.
    
    The fix is to set the Rigidbody.maxAngularVelocity parameter to
    infinity. This cannot be done on the Rigidbody inspector component
    as Unity do not expose this parameter for some reason. Instead of
    adding a new component, the BehaviourEnabledObserver has been added
    to the Interactables that listens for when the InteractableFacade
    is enabled and then sets the maxAngularVelocity on all of the relevant
    rigidbodies.
  3. fix(CameraRig): ensure TrackedPoseDriver is using correct settings

    thestonefox committed Apr 4, 2019
    The UnityXRCameraRig had incorrect settings on the TrackedPoseDriver
    component and these have now been updated to the recommended settings.
Commits on Mar 30, 2019
  1. Merge pull request #1969 from ExtendRealityLtd/docs/unity-requirement

    thestonefox committed Mar 30, 2019
    docs(README.md): change required Unity version
  2. Merge pull request #1967 from ExtendRealityLtd/docs/improve-clone-ins…

    thestonefox committed Mar 30, 2019
    …tructions
    
    docs(README.md): improve cloning the repo instructions
  3. docs(README.md): improve cloning the repo instructions

    thestonefox committed Mar 30, 2019
    The instructions for how to clone the repo missed out a step that
    requires switching to the cloned repo directory before initializing
    the submodule. Whilst this may seem obvious, many people who do not
    have experience of git will follow the instructions to the letter
    and will have no knowledge of why it's not working.
    
    A Documentation section has been added that clearly links to the
    VRTK Academy as well for extra clarity.
Commits on Mar 28, 2019
  1. Merge pull request #1965 from ExtendRealityLtd/docs/academy-link

    thestonefox committed Mar 28, 2019
    docs(README.md): update documentation wording to academy
  2. docs(README.md): update documentation wording to academy

    thestonefox committed Mar 28, 2019
    The documentation for VRTK is now referred to as the VRTK Academy and
    as such the Readme has been updated to reflect this change.
  3. Merge pull request #1964 from ExtendRealityLtd/docs/readme-change

    thestonefox committed Mar 28, 2019
    docs(README): update git url to reflect new ownership
  4. docs(README): update git url to reflect new ownership

    thestonefox committed Mar 28, 2019
    The VRTK repo is now on the ExtendRealityLtd organisation so the
    repository link has been updated to reflect this change.
  5. Merge pull request #1963 from thestonefox/release/v4.0.0-beta

    thestonefox committed Mar 28, 2019
    Release/v4.0.0 beta
  6. Merge pull request #1962 from thestonefox/docs/version-in-readme

    thestonefox committed Mar 28, 2019
    docs(README.md): add v4 beta text to readme for clarity
  7. docs(README.md): add v4 beta text to readme for clarity

    thestonefox committed Mar 28, 2019
    The v4 beta text has been added to the title in the Readme just to
    make it clear that the new branch is the v4 beta.
  8. Merge pull request #1958 from thestonefox/feat/super-rework

    thestonefox committed Mar 28, 2019
    Feat/super rework
  9. fix(examples): ensure locomotion state is enabled after falling

    thestonefox committed Mar 28, 2019
    There was an issue with the locomotion state not being re-enabled when
    throwing yourself after climbing and falling due to the timers calling
    cancel but if the timer had already completed then the cancel event
    would never emit and the locomotion would never be re-enabled.
    
    There was also another issue where the climbing prefab would disable
    the entire Movement GameObject meaning the movement state logic
    may not run in time. This logic has now been moved out of the
    Movement GameObject so it is never disabled.
  10. feat(Pointers): rename parabolic to curved

    thestonefox committed Mar 27, 2019
    The Parabolic pointer naming is confusing as it's referred to in
    numerous places as either parabolic or bezier with neither being
    consistent. To resolve this, it's simply been renamed curved to reduce
    confusion.
  11. feat(Pointers): add animated repeated segment

    thestonefox committed Mar 27, 2019
    The new Elements.AnimatedCube prefab can be used as a repeated segment
    on a pointer to provide an animated line down the path of the beam.
    
    This is also applied in the example scene on the right controller. The
    left controller showcases the solid beam.
  12. feat(Helpers): add ability to fade headset on collision

    thestonefox committed Mar 26, 2019
    The CollisionFader prefab provides a simple set up that will fade
    the headset view when the headset collides with something. It unfades
    the view when the collision is no longer occurring.
    
    The example scene has been updated to show off this new prefab.
  13. feat(examples): add hydraulic car lift

    thestonefox committed Mar 26, 2019
    The hydraulic car lift example shows how drives can be chained together
    to have one drive affect and control another drive. It also shows off
    nesting of drives on interactable objects.
  14. feat(examples): add zip wire

    thestonefox committed Mar 25, 2019
    The zip wire is a climbable object that once grabbed plays an animation
    which moves the grabbed object along a path to simulate a zip wire.
  15. feat(Interactions): remove moment processor polling for kinematic logic

    thestonefox committed Mar 25, 2019
    The FollowAction used a MomentProcessor to poll in the LateUpdate to
    see whether to turn on or off the kinematic logic when grabbing and
    releasing an interactable.
    
    This doesn't need to be polled with a MomentProcessor as the change of
    tracking type already executes a code block, so this kinematic logic
    has now been moved to the reactive code block instead which makes
    the checking a lot more efficient.
  16. feat(examples): add interactable well

    thestonefox committed Mar 25, 2019
    The Interactable Well utilizes a RotationalJointDrive to simulate
    turning a handle to lower and raise a bucket.
    
    The lowering and raising of the bucket is a simple animation scrub
    that is achieved with the helper script AnimatorScrubber which
    takes an Animator and an AnimationName and scrubs to the normalized
    position of the animation timeline.
    
    This is then hooked into the normalized value of the drive to ensure
    it tracks the rotation correctly.
  17. chore(tests): remove TestHelper scene

    thestonefox committed Mar 22, 2019
    The TestHelper scene is no longer required as the Zinnia tests run
    in play mode which creates a brand new temporary scene to run the
    tests in. The instructions for how to run the tests has also been
    removed from the README.md as this is really only a thing for Zinnia.
  18. feat(structure): make all components fully reactive

    thestonefox committed Mar 17, 2019
    All of the VRTK prefabs and example components now implement the same
    reactive concept that is implemented in Zinnia by using the Malimbe
    OnChange handlers to ensure any changes to properties via code or the
    inspector adhere to the changed values in real time.
    
    All uses of Lists have been replaced with ObservableLists and every
    prefab in VRTK has been updated to use this new mechanism.
    
    This is a huge commit that changes pretty much every file as any sub
    chunk of the work would leave errors in the commit.
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