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Add Water Demo #393
Add Water Demo #393
Commits on Feb 6, 2022
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Commits on Feb 28, 2022
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Commits on Mar 2, 2022
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Merge pull request #71 from Malcolmnixon/helper-functions
Added ARVR_Helpers script.
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Commits on Mar 3, 2022
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Modify how the MovementProvider tool script adds the PlayerBody so it…
… shows up in the scene tree-view.
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Commits on Mar 4, 2022
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Merge pull request #86 from BastiaanOlij/configure_head_height
Add configuration setting for head height
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Merge pull request #90 from Malcolmnixon/add-playerbody-scenetree
Show Script-generated PlayerBody in scene tree-view
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Merge pull request #84 from BastiaanOlij/improve_readme
Make some improvements to the readme file
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Remove unnecessary getters and added safe update functions.
Added collision layer and mask exported properties Added setget to radius to update the collision view in the editor
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Modified NodePath export style to preferred Godot3 approach. Removed …
…unnecessary NodePath exports in preference for ARVR_Helpers Modified PlayerBody and movement functions to use new ARVRHelpers script.
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Commits on Mar 5, 2022
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Merge pull request #88 from Malcolmnixon/use-helpers
Modified PlayerBody and movement functions to use new ARVRHelpers
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Merge pull request #89 from Malcolmnixon/playerbody-collision
Added collision layer and mask exported properties
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Modified PlayerBody.request_jump so it takes an option to skip Player…
…Body velocity jumping Modified Jump Detection to support jumping with only the players jump Moved jumping into PlayerBody. Added function to detect player jump (body and arms).
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Merge pull request #91 from Malcolmnixon/player-jump-detection
Added code to detect player jump movements
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Commits on Mar 8, 2022
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Merge pull request #97 from Malcolmnixon/snap-turn-delay
Improved the responsiveness of snap-turning
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Commits on Mar 10, 2022
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Added guidance option to assist in advanced flight control modes.
Added Flight movement provider Removed flying from Direct movement provider Modified Glide movement provider default order to be after flight
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Modified keyboard buttons to generate charactes on the "button_down" …
…event. Added ALT button with many additional keys. Updated Viewport_2D_in_3D to pass keyboard events down to the contained viewport. Added VirtualKeyboard_2D, and Virtual_Keyboard which hosts it in a Viewport_2D_in_3D.
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Merge pull request #66 from Malcolmnixon/virtual-keyboard
Added Virtual Keyboard
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Merge pull request #98 from Malcolmnixon/flight_movement
Added Flight movement provider
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Commits on Mar 12, 2022
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Added is_active to MovementProvider
Modified PlayerBody to service active MovementProviders even when disabled so they can handle disabling activities Minor code cleanups based on gdlint warnings
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Commits on Mar 13, 2022
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Updated versions to describe new slope sliding option.
Added stop_on_slope option to GroundPhysicsSettings. Modified PlayerBody to implement stop_on_slope by skewing gravity to the ground-contact slope.
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Merge pull request #101 from Malcolmnixon/movement-disable
Fix disabling movement providers with active states
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Merge pull request #103 from Malcolmnixon/slope-sliding
Made sliding on slope an optional feature
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Modified player body jump to use ground surface-normal for jump veloc…
…ity. Modified flight movement toggling to be done in _process, so flying can be disabled even if an exclusive movement (such as climbing) is being performed.
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Commits on Mar 14, 2022
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Merge pull request #105 from Malcolmnixon/jump-ground-slope
Modified jumping to use ground slope
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Commits on Mar 18, 2022
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Modified Object_pickable to emit a highlight_updated signal when the …
…highlight changes. Added a highlighter object which reacts to highlight_updated by changing mesh materials. Added a highlighter object which reacts to highlight_updated by showing/hiding itself (and children). Added a highlighter object which reacts to highlight_updated by showing/hiding a billboard target ring.
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Commits on Mar 19, 2022
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Modified Function_Wind_movement to build the wind-sensing area in the…
… script, so the scene isn't necessary. Tuned JumpDetect default arm-jump threshold based on testing.
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Merge pull request #109 from Malcolmnixon/pickable-highlights
Enhanced pickable object highlighting
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Merge pull request #110 from Malcolmnixon/script-only-cleanup
Change wind movement so script can be used without scene
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Commits on Mar 26, 2022
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Added pickup options for ranged-grab method and holding method.
Fixed issue with invalid references on self-destroying objects. Added remote grabbing support to Function_Pickup
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Commits on Mar 31, 2022
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Merge pull request #111 from Malcolmnixon/remote-grab
Added ranged grabbing support to Function_Pickup
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Commits on Apr 8, 2022
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Change compression import options on hand models to defaults so they'…
…ll load in HTML5
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Commits on Apr 9, 2022
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Merge pull request #118 from dsnopek/html5-compression
Change compression import options on hand models to defaults so they'll load in HTML5
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Commits on May 2, 2022
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Updated VERSIONS.md to describe turn provider change
Extracted turning logic from Function_Direct_movement into a separate movement provider.
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Commits on May 3, 2022
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Merge pull request #121 from Malcolmnixon/turn-provider
Added Function_Turn_movement provider
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Commits on May 5, 2022
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Fixed movement provider servicing to allow providers to send finished…
… signals if disabled or bypassed. Added grapple movement provider.
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Commits on May 16, 2022
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Merge pull request #126 from Malcolmnixon/grappling
Added grappling movement provider and fixed disabled/bypassed provider signals
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Commits on May 23, 2022
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Increase MAX_GRAB_DISTANCE2 to 1000^2 to allow for large objects such…
… as sky-scrapers.
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Merge pull request #133 from Malcolmnixon/pickup-distance
Increase pickup grab maximum grab distance
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Merge pull request #130 from Malcolmnixon/snap-zone
Added support for snap-zones
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Commits on May 26, 2022
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Commits on May 28, 2022
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Added Snap-zone fix for instant drop_and_free()
Fixed Godot 3.5 ground test distance
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Commits on May 30, 2022
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Fixed enable/disable rules for movement providers
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Commits on Jun 2, 2022
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Commits on Jun 5, 2022
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Merge pull request #140 from Malcolmnixon/enabled-movement-fix
Fixed enable/disable rules for movement providers
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Merge pull request #138 from Malcolmnixon/climb-crash
Added Snap-zone fix for instant drop_and_free()
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Merge pull request #142 from Malcolmnixon/grapple-disable
Fixed hiding of grapple target when grappling is disabled.
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Commits on Jun 12, 2022
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Commits on Jun 16, 2022
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Added advanced player height control Modified climbing to collapse pl…
…ayer to a sphere to allow mounting climbed objects Added crouch movement provider Added advanced player height control Modified climbing to collapse player to a sphere to allow mounting climbed objects Added crouch movement provider Modified height override to use 'self' as per recommendation.
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Commits on Jun 17, 2022
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Merge pull request #146 from Malcolmnixon/climbing-mount-fix
Added player height control to support mounting climbed objects and crouching
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Added fall damage detection module
Added fall damage detection module
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Commits on Jun 18, 2022
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Commits on Jun 20, 2022
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Merge pull request #145 from Malcolmnixon/fall-damage
Added fall damage detection module
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Merge pull request #148 from Malcolmnixon/moving-grapple-target
Modified grapple hook so the hook follows moving targets.
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Added moving platform support to the player body
Added moving platform support to the player body.
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Commits on Jun 22, 2022
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Merge pull request #150 from Malcolmnixon/moving-platform
Added moving platform support to the player body
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Commits on Jun 29, 2022
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Fixed player height-clamping to work in player-units
Fixed glide T-pose detection to work in player-units Fixed jump detection to work in player-units
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Commits on Jul 8, 2022
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Merge pull request #155 from Malcolmnixon/world-scale-fixes
World-scale fixes for movement providers
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Commits on Jul 10, 2022
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Modified let_go for objects held with RemoteTransform to clear the Re…
…moteTransform.remote_path so transform-driving is immediately disabled
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Commits on Jul 13, 2022
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Merge pull request #157 from Malcolmnixon/teleport-valid-mask
Added valid-layer checking to teleport movement
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Merge pull request #161 from Malcolmnixon/remote-transform-immediate-…
…drop Fixed immediate dropping for RemoteTransform held objects
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Commits on Jul 14, 2022
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Commits on Jul 15, 2022
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Merge pull request #159 from Malcolmnixon/hand-mesh-prescale
Modified hand meshes to be pre-scaled so the scenes can be 1:1 scaled
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Modified hand script to work with godot-openxr 1.3.0 and later where the ARVRController world-scaling is removed.
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Commits on Jul 16, 2022
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Merge pull request #152 from Malcolmnixon/hand-scale
Modified hand script to apply world_scale
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Merge pull request #162 from Malcolmnixon/controller-physics-hands
Added physics hands
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Added XRToolsMoveTo helper script to move an object to a target.
Modified XRToolsPickable to use XRToolsMoveTo when performing a remote pickup.
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Commits on Jul 17, 2022
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Merge pull request #164 from Malcolmnixon/pickable-process-disable
Moved XRToolsPickable remote-pickup processing to separate node
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Commits on Jul 19, 2022
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Apply max_speed limit on ground_control_velocity vector magnitude rat…
…her than on each axis individually. This ensures the vector magnitude never exceeds the max_speed limit.
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Commits on Jul 26, 2022
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Merge pull request #166 from Malcolmnixon/movement-max-speed
Ensure max_speed limit is enforced
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Commits on Jul 27, 2022
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Merge pull request #168 from BastiaanOlij/baseline_300_alpha
Restructure plugin to include a baseline demo
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Commits on Jul 31, 2022
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Merge pull request #169 from BastiaanOlij/create_staging_setup
Create staging and scene loading setup
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Commits on Aug 2, 2022
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Set scripts to the new icons Fix function pickup icon Update body icon Add icons license Made the monkeywrench symbol consistent
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Merge pull request #175 from BastiaanOlij/add_icons_3.x
Created editor icons (3.x)
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Commits on Aug 3, 2022
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Added teleport movement demo scene. Added instructions sprite to scen…
…es to describe usage. Unregister signals from staging before fading to prevent processing duplicate scene-switch events. Added meshes and supporting scenes/materials/shaders/scripts for mound, ramps, and teleport objects. Added basic movement demo scene. Added teleport from main menu level to basic movement demo scene. Added teleport movement demo scene. Added instructions sprite to scenes to describe usage.
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Commits on Aug 7, 2022
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Added bouncing to GroundPhysics and PlayerBody
Added support for bouncing to ground physics and player body.
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Commits on Aug 8, 2022
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Merge pull request #171 from Malcolmnixon/player-bouncing
Added support for bouncing to the player body
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Commits on Aug 10, 2022
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Merge pull request #176 from Malcolmnixon/first-demo-scenes
Added initial demo scene with teleporters for scene-transitions.
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Commits on Aug 15, 2022
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Created basic map scene to simplify demo-scene creation, and used in …
…main-menu, basic-movement and teleport demo scenes. Added grappling demo scene. Added climbing demo scene. Added climbing demo scene. Added cloudy panorama sky from ambientcg.com. Cleaned up lighting in scenes. Minor cleanups for demo-scene instructions. Added wind columns to the climbing/gliding demo scene. Added basic map sub-scene for use in simple demo scenes. Added grappling demo scene.
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Commits on Aug 30, 2022
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Merge pull request #178 from Malcolmnixon/climbing-gliding-demo
Added climbing and grappling scenes to the demo project
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Commits on Sep 2, 2022
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Added interactable demo scene and objects.
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Commits on Sep 5, 2022
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Merge pull request #181 from Malcolmnixon/add-interactables
Merged interactable scripts from godot-xr-tools-interactables project
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Commits on Sep 13, 2022
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Merge pull request #182 from Malcolmnixon/pointer-demo
Added pointer demo scene
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Commits on Sep 15, 2022
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Change GroundPhysicsFlags enum to use binary
This makes it a bit more clear what the numbers are for.
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Commits on Sep 16, 2022
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Merge pull request #184 from Henodude/patch-1
Change GroundPhysicsFlags enum to use binary
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Commits on Sep 18, 2022
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Merge pull request #187 from Malcolmnixon/pickable-typo
Fixed typo of "grap_require" to "grab_require".
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Commits on Sep 22, 2022
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Added pickable demo. Named physics layers in project. (#185)
Split pickable test objects to separate scenes and added a readme file.
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Implemented script changes to help the godot 3 to 4 upgrader. (#189)
Minor changes based on code review.
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Commits on Sep 26, 2022
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Renamed files and classes to match new godot-xr-tools standard. Minor…
… gdlint cleanups. (#190) Changes based on code-review and debugging.
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Commits on Oct 9, 2022
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Commits on Oct 10, 2022
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Merge pull request #196 from BastiaanOlij/fix_progress_bar
Fix missing values in progress bar shaders
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Commits on Oct 12, 2022
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Cleanup of scripts - mainly back-ported from 4.0-dev branch changes. (#…
…198) Additional standardization between 3.x and 4.x branches Removed unnecessary editor_hint checks in non-tool scripts Use XRToolsPlayerBody when referring to the class. Added typing to interactable release functions
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Commits on Oct 14, 2022
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Clean up objects in demo scenes. (#202)
Added throwing-hammer object to pickable demo Cleanup of function_pointer script to match 4.0-dev Modified loading_screen shader to take cutout as parameter Merged function_teleport 3.x and 4.x scripts Merged viewport_2d_in_3d 3.x and 4.x scripts Fixed white space
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Merge pull request #206 from Malcolmnixon/3.x-version-comments
Updated contributors and versions
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Commits on Oct 18, 2022
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Modified the teleport-title-shader to modulo the time early so the re…
…sulting material UV values don't get large enough to lose precision and result in image quantization. (#211)
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Commits on Oct 22, 2022
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Added setting the mouse movement pressure when simulating the viewpoi…
…nt pointer movement. (#216)
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Merge pull request #224 from BastiaanOlij/viewport_improvements
Added filter and update mode to Viewport 2D in 3D
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Merge pull request #222 from BastiaanOlij/implement_grip_threshold
Implement grip threshold
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Commits on Oct 26, 2022
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Merge pull request #223 from BastiaanOlij/left_right_pointer_demo
Improved pointer demo supporting left hand with switching
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Added option to only show laser pointer on collision. Modified pointe…
…r demo to show collision-laser and collision-target. (#221) Added ability to truncate the laser length to the collision point. Updated versions file with laser pointer options. Modified settings of left pointer to show different styles (collision-only, show-target).
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Merge pull request #227 from BastiaanOlij/fix_viewport_tool
Fixed tool mode for Viewport2Din3D
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Merge pull request #226 from BastiaanOlij/poke_feature
Implement poke feature and demo
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Added enable to snap_zone and prevent adding/removing item when disab…
…led. (#228) Added pointable layer to demo project. Modified pickable demo so snap trays can be enabled/disabled by pointer.
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- Add defaults in Project Settings - Add user settings system to save user preference - By default have turn movement adhere to user/system settings - Add user setting for player height adjustment
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Merge pull request #229 from BastiaanOlij/improve_snap_turning
Improve snap turning logic
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Commits on Oct 27, 2022
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Merge pull request #230 from BastiaanOlij/staging_base
Move our staging logic into the plugin so it becomes reusable
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Moved global plugin state into a separate script as EditorPlugin is n…
…ot available in runtime
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Merge pull request #232 from BastiaanOlij/fix_plugin_runtime
Fix runtime issue due to EditorPlugin dependency
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Commits on Oct 30, 2022
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Added support for crouch-toggle to XRToolsMovementCrouch. (#234)
Added crouching to the basic movement demo - including updated instructions with filtering for clarity.
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Modified climbing to have a dominant hand - the one that most recentl…
…y grabbed a climbable. (#235) Climbing no-longer uses the average of both hands, which prevents some "cheat" options.
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Commits on Oct 31, 2022
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Modified project time_rollover_secs for shaders to 30 seconds to prev…
…ent quantization on mobile devices. (#237) Modified teleport and wind shaders to be more stable in the presence of minor quantization.
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Commits on Nov 5, 2022
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Commits on Nov 6, 2022
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Merge pull request #244 from BastiaanOlij/unshaded_viewport
Improve transparency settings and add unshaded settings
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Commits on Nov 7, 2022
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Added hand_material_override export property to XRToolsHand script. (#…
…248) Added ghost hand material for climbing/gliding demo.
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Commits on Nov 8, 2022
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Added alternative hand models (#243)
* Added alternative hand models added highpoly and lowpoly version of hand models added skin materials added 35 Hand Poses * Updated with right hand shading fixed and animations seperated into .anim files added a more suitable default pose, previous default pause was renamed to spread as it resembles spreading fingers, this means the hand poses count is now 36 fixed right hand normals shading, changed transforms and set scale inside blender to -1 on xyz changes to the previous commit, seperated the model and animations: saved out .anim files for left and right hand exported left/right hand without animations to ease to reuseability SideNote: The .anim files are only useable in Godot 3.5 regarding this PR and Godot 4, i already saved out a pose library for each hand and once this PR gets merged, i will submit a new pr with the poselibrarys for Godot 4 and make new prefab scenes for the hands * Improve transparency settings and add unshaded settings * added alternative hands to interactable/pickable/climbing-gliding scenes along with some fixes added new blend tree for the alternative hands that contains the new UpperCase Naming reimported the righthand with octahedral compression set to off * Added hand_material_override export property to XRToolsHand script. (#248) Added ghost hand material for climbing/gliding demo. * Modified XRToolsFunctionTeleport to get the origin and camera from ARVRHelpers. (#246) * Added alternative hand models added highpoly and lowpoly version of hand models added skin materials added 35 Hand Poses * Updated with right hand shading fixed and animations seperated into .anim files added a more suitable default pose, previous default pause was renamed to spread as it resembles spreading fingers, this means the hand poses count is now 36 fixed right hand normals shading, changed transforms and set scale inside blender to -1 on xyz changes to the previous commit, seperated the model and animations: saved out .anim files for left and right hand exported left/right hand without animations to ease to reuseability SideNote: The .anim files are only useable in Godot 3.5 regarding this PR and Godot 4, i already saved out a pose library for each hand and once this PR gets merged, i will submit a new pr with the poselibrarys for Godot 4 and make new prefab scenes for the hands * added alternative hands to interactable/pickable/climbing-gliding scenes along with some fixes added new blend tree for the alternative hands that contains the new UpperCase Naming reimported the righthand with octahedral compression set to off * Updated with rebased with master to ensure merging restructured folder structure as suggested added source blend files along with seperated animations * Update CONTRIBUTORS.md * removed the old left_hand.blend1 from the hands main folder and moved it back to its own folder under assets * final update added alternative fingerless glove textures reset transforms on all hand prefab scenes and changed the transform on their child containing the hand mesh as suggested * Update pickable_demo.tscn for some odd reason the transfoms didnt carry over in this scene, this fixes the left hands transform to 0,0,0 Co-authored-by: Bastiaan Olij <mux213@gmail.com> Co-authored-by: Malcolm Nixon <Malcolm.nixon@gmail.com>
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Merge pull request #249 from BastiaanOlij/ci_move_mds
[CI] Move LICENSE, CONTRIBUTORS.md and VERSIONS.md
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Commits on Nov 11, 2022
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Modified climbing demo to use the new hand model to better demonstrat…
…e the hand material override. (#252)
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Commits on Nov 13, 2022
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Merge pull request #231 from BastiaanOlij/cleanup_hands
Implement method of exchanging base hand animations
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Commits on Nov 15, 2022
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updated alternative hands (#262)
this updates the new hand models with the following: renamed bones to match the OpenXR standard reworked the lowpoly mesh, since the previous version had too few vertices around the back of the hand added glove materials and models without nails
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properly handle 2d scenes that are instanced in the tree instead of a…
…s a resource reference (#256)
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Commits on Nov 16, 2022
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removes obsolete .blend files and adds seperate blendtrees - currentl… (
#266) * removes obsolete .blend files and adds seperate blendtrees - currently broken removed obsolete .blend files since these used the old bone names fixed main menu scene, right hand was set to use nails version added seperate hand_blend_trees for each hand, previously the righthands animationnodetree had for whatever reason old bone names in it as well Note: since the merge of the cleanup hands, the animationtree is not visualy loading up a saved out blendtree, however this is not true since it loads it up but does not show its name under the Tree Root since the name is hardcoded in the hand.gd script but if you look close at one of the hand prefab scenes, you will see for example the following ext_resource path="res://addons/godot-xr-tools/hands/animations/left/hand_blend_tree.tres" type="AnimationNodeBlendTree" id=7] and by uncommenting the tool part of the hand/physics_hand scripts and then loading a hand scene, going to its animationtree, the previous set blendtrees name is visible, therefore the animationtree for the hands is working but the shown name is hardcoded and even by hovering over it, it is not showing if it is a ext resource or not * Update right_physics_hand_low.tscn * fixed right_physics_hand_low - blendtree not carried over
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* implement movement_sprint node -Before changes necessary to find direct_movement node due to ARVRHelpers.find_node() seemingly being broken * replace direct movement searching function * Update movement_sprint.gd -Eliminate _overall_max_speed variable per prior review comments (sorry missed that one earlier)
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Commits on Nov 18, 2022
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Added hand-pose area support (#273)
* Added hand-pose stack to XRToolsHand. Added XRToolsFunctionPoseArea to detect hand pose areas and control the hand poses. Added XRToolsHandPoseArea to define hand poses within an area. Modified interactables to have hand poses. Modified poke demo to have a hand pose for touching the screen. * Updated Sign Point hand-pose (provided by DigitalN8m4r3) Added pointing to main menu settings UI * Added XRToolsHandPoseSettings resource to contain all the hand-pose settings (currently just open/close animations) Created standard XRToolsHandPoseSettings for standard poses (default and point) Modified XRToolsHand to set default pose as XRToolsHandPoseSettings Modified XRToolsHand to maintain priority-sorted list of pose overrides Modified all hand scenes to use default pose settings Modified XRToolsHandPoseArea to set pose as XRToolsHandPoseSettings Modified demo scenes and interactables to use appropriate pose settings * Renamed XRToolsFunctionPoseArea to XRToolsFunctionPoseDetector
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Commits on Nov 20, 2022
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updated Hands with bone roll 0 to support future Handtracking work (#278
) * updated Hands with bone roll 0 to support future Hantracking work additional stuff that this pr adds: new glove hand models (note: they got no textures yet, there will be a update for those) changes: since the animations already contain a sign pose, the sign_point was reverted changes to the meshes: to account for handtracking, additional vertices where added around the index/middle/ring fingers * updated blend files
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Added is_class() override to XRTools classes to support node-search r…
…outines (#282) Moved static node-search routines to XRTools class Added static ARVRHelpers.get_arvr_controller() method Added static find methods to key XRTools classes
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Commits on Nov 21, 2022
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Modified user settings load/save logic to correctly handle file I/O a…
…nd corrupted files. (#281)
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Modified XRToolsFunctionPickup to be a tool script so is_class() work…
…s in the editor. (#283) Added sprinting demo scene with a race track as well as a few ramps and climbing walls.
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Node: XRToolsPickupModeChanger (#280)
* Fix emit_signal * XRToolsPickupModeChanger Changes pickable original mode to selected one. * Rename pickable_mode_changer to pickable_mode_changer.gd * add release mode * Delete pickable_mode_changer.gd * add export comment * add enum
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Commits on Nov 22, 2022
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added tactival glove textures/materials (#285)
this pr, replaces the tactival glove textures with new ones that are made for the fingerless glove model additional changes include scene updates: climbing_gliding demo sprinting demo
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Added configurable grab-points (#238)
Moved standard hand offset [+/- 0.03, -0.05, 0.15] from all the scenes into the hand assets. Added grab points to the interactable demo objects. Implemented grab-points in XRToolsPickable. Cleanup of XRToolsPickable script and scene to remove obsolete parameters. Modified grab cube to use precise grab. Modified XRToolsGrabPointHand to load the new hand model. Tuned hammer grab-point. Added hand-pose to hand grab-points Modified all grab_point objects to extend from Position3D to help aligning in the editor. Modified default_env.tres to give some sky contribution. Set default_env.tres to be the default editor environment to better illuminate objects being edited. Added teacups to pickable demo to demonstrate multiple snap grab-points. Added get_controller() to XRToolsFunctionPickup Modified XRToolsGrabPointHand to use get_controller() rather than assuming get_parent() gets the controller
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Commits on Nov 23, 2022
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Commits on Nov 24, 2022
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update ghost_hand.material to be in xr tools hand folder (#287)
this pr removes the ghost_hand.material from scenes/climbing_gliding_demo/materials/ and sets it up to be inside the godot-xr-tools/hands/material folder fixes previously made gloves_caucasian_dark_camo.material depend on the scenes/climbing_gliding_demo/materials/ghost_hand.tres
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Added Viewport2Din3D-based instructions to demo scenes. Added README.…
…md to demo scenes. (#284) Revert undesired modifications.
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Merge pull request #286 from BastiaanOlij/fix_blend_tree_issue
Implement solution to use stored blend trees
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Commits on Nov 30, 2022
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Commits on Dec 4, 2022
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add option to generate player rotation (yaw) on arms roll movement, d…
…uring glide action (#292)
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Commits on Dec 24, 2022
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Modified XRToolsPlayerBody to use the ARVROrigin basis.y for its up v…
…ector. Added demo scene with ground-following movement provider to test the new up-vector logic. (#305) Added player orientation provider support to the XRToolsPlayerBody. Added ground and area orientation providers. Added path, point, and uniform orient areas to control the player orientation in different areas. Enhanced origin gravity demo to use orient areas to better handle player movement around the sphere and pill shapes. Removed experimental world-grab provider not intended for this PR Fixed climbing to work in the players orientation. Fixed flight to work in the players orientation. Fixed glide to work in the players orientation. Added sphere world demo. Removed orientation providers - orientation now comes from gravity as detected by the player body. Modified gravity demos to use standard Area nodes with space_override settings. Added movement_wall_walk to walk on walls of the specified physics layer. Further cleanup of orientation providers and unnecessary changes. Modified XRToolsPlayerBody to split "up" into "up_player" and "up_gravity" as both are needed in different circumstances. Added physics_pre_movement() method to movement providers to let them perform initial service actions such as messing with gravity. Modified wall_walk movement to check for walking walls, and to modify the gravity to point to them. Fixed gravity center for the sphere world demo.
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Commits on Dec 27, 2022
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This merges documentation improvements performed on the 4.0-dev branc…
…h back to the master branch. This is to assist future master/4.0-dev feature merging. (#306) Additional minor cleanups found when merging new functionality back into 4.0-dev branch
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Commits on Dec 29, 2022
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Clean godot-xr-tools to have no warnings against gdlint (https://gith…
…ub.com/Scony/godot-gdscript-toolkit) version 3.4.0 (#310) Added github workflow to run gdlint. Fix runs-on declaration for action Added python-version specification to remove action warning.
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Commits on Jan 7, 2023
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Added initial WebXR entry UI and export target. (#312)
Added thread support to handle resource queue loading. Added new StartXR scene to manage starting the OpenXR or WebXR instance. Fixed loading_screen so it doesn't produce NANs when the headset is off for a while. Fixed minor gdlint warnings. Move ARVROrigin/camera/controllers into base staging scene. Move StartXR into base staging scene. Modified base staging scene to emit xr_started/xr_ended signals. Synchronized with Godot 4 equivalent functionality and events. Formatting fixes Synchronize more changes with Godot 4 version. Applied changes from code review feedback.
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Commits on Jan 8, 2023
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Update StartXR for WebXR so it doesn't show the Enter VR button if XR…
… is already active.
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Added enable property to XRToolsPickable. (#318)
Modified pickable demo snap tray to disable pickable when snap tray is disabled.
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Modified XRToolsGrabPointSnap so it only allows grabbing from snap-po…
…ints (#319) Modified XRToolsSnapZone to have a snap_mode property Modified XRToolsSnapZone so it snaps dropped objects in range when snap_mode == DROPPED Modified XRToolsSnapZone so it snaps objects in range when snap_mode == RANGE Modified the demo scenes to support the new modes - the saucer is the only RANGE snap-zone
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Commits on Jan 9, 2023
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Merge pull request #316 from Malcolmnixon/webxr-restart
Prevent Enter VR button from showing if XR is already active.
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Commits on Jan 12, 2023
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Updated README.md to mention Godot 3.5+ version and new Github Pages …
…site. Updated VERSIONS.md to contain the latest changes. (#325) Remove 2.x branch from the "active branches" table.
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Added render_target_size_multiplier property to StartXR node. (#324)
Added printing of the OpenXR system name to help debugging.
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Commits on Jan 14, 2023
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Commits on Jan 15, 2023
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Flapping wings. Add vertical impulse when flapping arms (#322)
* add vertical impulse when flapping arms * adjust wings force value * add flapping signal emit and rearm wings logic * add rearm distance exported variable * gdslint fixes and missing line * updated instructions board * contributors changes
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Commits on Jan 16, 2023
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Commits on Jan 20, 2023
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Single swapping function pointer3 (#330)
* alter the function_pointer to handle being able to work with either hand * delete pointer_demo.gd and move pointer to arvrorigin level * try to fix the lint errors * trailing whitespace after a comma lint * start with right hand active and cleaned up the logic
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Updated the VERSIONS.md with pointer function auto-switch. Minor comm…
…ent cleanups. (#338) Updated contributors list with Julian Todd
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Commits on Jan 23, 2023
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Remove development in versions.md
Remove development in preparation of official release
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Removed development in preparation of official release
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Commits on Jan 26, 2023
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Merge pull request #340 from asmaloney/patch-1
Update README.md (spelling)
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Commits on Jan 28, 2023
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Added load_scene(), exit_to_main_menu() and reset_scene() methods to …
…XRToolsSceneBase Renamed the associated signals to 'request_xxx' to prevent name collisions Modified teleporter to use methods (#347) Updated signal and method comments to explain correct usage and overriding.
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Commits on Feb 7, 2023
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Update movement_sprint.gd (#358)
* Update movement_sprint.gd added missing find_instance * Update movement_sprint.gd
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Commits on Feb 9, 2023
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Commits on Feb 17, 2023
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Add ground_control option XRToolsPlayerBody to decide when the player…
… can control their ground movement. (#371)
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added surface footstep - system (#357)
* added surface footstep - system added surface_audio - a node that can be placed inside any static body and once you stand on it, it starts playing the previously defined footstep added movement_footstep - a movement provider that controls the footsteps it plays in combination with the surface audio plays the corresponding footstep soundfile added footstep_holder - holds all footstep sounds, this node gets instanced under the player_body/kinematic_node added randomAudio and randomAudioStream - these .gd scripts are responsible for the variation in the audio of the footsteps, they play the audio files randomly and change the pitch_scale randomly * update gdlint errors * update with suggested changes this updates the pr with fixing the missplacement of var footstep_holder now it is getting the instance on ready and it is no longer being called twice, before it was called again inside the _on_player_jumped() function additional changes include code comments along with additional surfaces such as: glass/leafes/plastic/rubber/silk * update with reworked Scripts by MalcolmNixon this changes the footstep system to be more performent it was reworked by MalcolmNixon and is now a more generic and not anymore a hardcoded solution for footsteps * added instructions to the demo scene * Update movement_footstep.gd changed the step_time = max to delta * player_body.ground_control_velocity.length() as suggested by Malcolm Nixon * gdlint script update * gdlint scripts update - next try * updated with suggested changes exposes the step_per_meter to be a external var, previously it was called step_rate adds a default surface audio to the movement_footstep, this works as a fallback , so that there is always a footstep audio present, just in case if there is no surface audio node on the suface the player is walking on * fix gdlint * added actual footstep sounds + adds the sounds provided by @Malcolmnixon License: CC0 Public Domain - obsolete Debug audio files * replaced mud footstep audio
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Added snap-zone deferred pickup to fix snap-zone stealing. (#361)
Minor improvements to snap-zone based on review feedback.
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Modified the player default geometry to better match real world playe…
…rs. (#362) Modified teleporter so players can walk into them.
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Commits on Feb 21, 2023
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Merge pull request #378 from BastiaanOlij/improve_player_body
Change player body to implement kinematic body on root level
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Added standard layer 19 for interactable handles. Modified godot-xr-t…
…ools scripts and scenes to use all recommended layers for defaults. Modified layer defaults to be binary constants. (#379) Updated VERSIONS.md to describe change. Modified climbable objects to add the "19:handle" layer so they can be grabbed by the function_pickup standard mask.
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Commits on Feb 22, 2023
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Added example of pickable objects reacting to controller button event…
…s to the grab-cubes in the pickable demo. (#382) Updates based on code review. Fixed unnecessary use of 'self' argument.
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Commits on Feb 24, 2023
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Merge pull request #386 from Malcolmnixon/disable-vsync
Disable vsync when entering XR mode
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Commits on Feb 26, 2023
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Added jump sound to surface audio resource. Modified all surface audi…
…o resources to be optional. Fixed resource leak by not attempting to play null sounds. Added signal emitted when a surface sound is played (possibly to alert enemies) Made walk speed configurable. Moved audio settings to an AudioStreamPlayer3D child node. Modified when footsteps are played to be at the "end" of a step. Modified all footstep sounds to be wave files to avoid delay when playing the sounds. (#392) Minor formatting cleanup Updated VERSIONS.md to describe change.
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Added grab-point-switching to pickable objects. Added knife object wi…
…th multiple grab-points and grab-point switching. (#394) Cleanup white-space formatting. Updated VERSIONS.md to describe change.
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Commits on Mar 1, 2023
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Made XRToolsSnapZone.pick_up_object a public method (#401)
Added return_to_snap_zone script.
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Commits on Mar 4, 2023
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added tool annotation to snap_zone.gd this fixes the rendering artifact that occurs in editor without it, the radius of the snapzone is shown to be 1 meter
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Added tool script annotation so is_class works.
Merge grab-point-hand gdlint cleanup from 4.0. Fix PascalCase file name.
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Merge pull request #408 from Malcolmnixon/merge-from-4.0
Merge of 4.0 features into master
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This commit is an amalgamation of all work done in the 4.0-dev branch and includes authors from many contributors listed in CONTRIBUTORS.md
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Merge pull request #410 from BastiaanOlij/4.0-rel
XR Tools 3.4.0 port to 4.0.0
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Commits on Mar 16, 2023
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Added cull_disabled to the fade shader so it works with the handednes…
…s difference between Vulkan and GL.
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Commits on Mar 30, 2023
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Merge pull request #421 from Malcolmnixon/fade-culling
Fix staging fade shader so it works on both Vulkan and GL renderers
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Added grappling-target physics layer Added grapple_enable_mask to gra…
…ppling movement Modified grappling platform and tower to be on grappling-target layer (#426) gdlint fix Updated VERSIONS.md
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Add XR Tools editor menu (#425)
* Added menu options to the editor to turn on OpenXR and set physics layers. gdlint cleanup * Added new grappling-target layer Updated VERSIONS.md with description of changes
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Commits on Mar 31, 2023
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Fixed XRToolsHandPhysicsBone names from godot 3 import. (#428)
Fixed bone group names for LeftHand and RightHand. Fixed bone group names for IndexFinger.
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Commits on Apr 2, 2023
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Modified teleporter to take scene as string rather than PackedScene. …
…This saves the main_menu_level having to load all scenes at startup. (#422) Minor cleanup
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Commits on Apr 4, 2023
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Modified default movement speed to 3 meters per second. (#437)
Updated scenes to remove new default movement speed.
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Commits on Apr 8, 2023
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Merge flapping improvement from 3.x branch (#432)
Merged additional fixes for Grab Handles layer and usage.
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Commits on Apr 9, 2023
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Commits on Apr 10, 2023
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Merge pull request #442 from Malcolmnixon/connect_scene_signal
Modify connect_scene_signal to match Godot 4 connect
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Merge pull request #444 from Malcolmnixon/bad-splash-reference
Fixed demo splash-screen image reference in godot-xr-tools addon
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Merge pull request #440 from Malcolmnixon/pointer-demo-teleport
Modify ToPointerDemo teleporter to go to the pointer_demo scene.
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Commits on Apr 12, 2023
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Removed old pointer_demo signals from before FunctionPointer supporte…
…d automatic controller switching. (#449)
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feat(demo): add variables for teleport colors (active/inactive) and i…
…nactive beam visibility
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Commits on Apr 13, 2023
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Commits on Apr 14, 2023
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Merge pull request #445 from toedter/master
feat(demo): make teleport "beam" visible only if teleport is active
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Commits on Apr 17, 2023
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Commits on Apr 18, 2023
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Removed legacy settings from project.godot
Added BPTC support to Windows and Linux exports
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Merge pull request #455 from Malcolmnixon/project-export-settings
Fixed project and export settings
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Merge pull request #454 from Malcolmnixon/webxr-demo-scene-base
Fixed WebXR input in all demo scenes
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Commits on Apr 20, 2023
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Commits on Apr 22, 2023
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Remove environment from scene_base.tscn and set environment in demo s…
…cenes. Updated physics settings. Added check of environment property to scene_base.gd Renamed default_env.tres to demo_env.tres Fix spacing
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Merge pull request #456 from Malcolmnixon/default-environment
Cleanup of environments and physics settings
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