Releases: bjornbytes/lovr
Releases · bjornbytes/lovr
v0.17.1
Change
- Change permissions for files and directories created by
lovr.filesystem
on POSIX (fixes ADB on Android 12+). - Change
Pass:sphere
to error when segment count is too small. - Change
Buffer:setData
to error when copying within a single Buffer with overlapping byte ranges.
Fix
- Fix LÖVR failing to start on Oculus Quest v62+.
- Fix
Pass:skybox
to render cubemaps with the correct X/Z orientation. - Fix depth write when depth testing is disabled.
- Fix
lovr.graphics.newModel
to support empty GLB models. - Fix
lovr.graphics.newModel
to support models without any vertices. - Fix bitangent sign in
TangentMatrix
builtin. - Fix shader #includes to error when including a file that doesn't exist.
- Fix
lovr.quit
to not get called twice when canceling quit. - Fix GPU error when texture had only
transfer
usage. - Fix rare crash when calling vector methods.
- Fix
Model:getMesh
.
Tritium Gourmet
Add
General
- Add
enet
plugin. - Add
http
plugin. - Add
utf8
module. - Add
:type
method to all objects and vectors. - Add
--graphics-debug
command line option, which setst.graphics.debug
to true.
Audio
- Add
lovr.audio.getDevice
.
Data
- Add
Image:mapPixel
. - Add a variant of
Blob:getString
that takes a byte range. - Add
Blob:getI8/getU8/getI16/getU16/getI32/getU32/getF32/getF64
.
Filesystem
- Add argument to
lovr.filesystem.load
to restrict chunks to text/binary.
Graphics
- Add
Pass:roundrect
. - Add variant of
Pass:cone
that takes twovec3
endpoints. - Add variant of
Pass:draw
that takes aTexture
. - Add
Pass:setViewCull
to enable frustum culling. - Add
Model:getBlendShapeWeight
, andModel:setBlendShapeWeight
. - Add
Model(Data):getBlendShapeCount
,Model(Data):getBlendShapeName
. - Add support for animated blend shape weights in Model animations.
- Add support for arrays, nested structs, and field names to Buffer formats.
- Add
Shader:getBufferFormat
. - Add back
Mesh
object (sorry!). - Add
Model:clone
. - Add
materials
flag tolovr.graphics.newModel
. - Add
lovr.graphics.isInitialized
(mostly internal). - Add support for using depth textures in multisampled render passes.
- Add
depthResolve
feature tolovr.graphics.getFeatures
. - Add a variant of
Texture:newView
that creates a 2D slice of a layer/mipmap of a texture. - Add a variant of
Pass:send
that takes tables for uniform buffers. - Add
Buffer:getData
andBuffer:newReadback
. - Add
Texture:getPixels/setPixels/clear/newReadback/generateMipmaps
. - Add support for stepping through shaders in e.g. RenderDoc when
t.graphics.debug
is set. - Add
lovr.graphics.is/setTimingEnabled
to record GPU durations for each Pass object. - Add
lovr.graphics.newPass
. - Add
Pass:setCanvas
andPass:setClear
. - Add
Pass:getStats
. - Add
Pass:reset
. - Add
Pass:getScissor
andPass:getViewport
. - Add
Pass:barrier
. - Add
Pass:beginTally/finishTally
andPass:get/setTallyBuffer
. - Add support for
#include
in shader code.
Headset
- Add
lovr.headset.getPassthrough/setPassthrough/getPassthroughModes
. - Add support for more headsets in Android APKs (Quest, Pico, Vive Focus all work).
- Add support for controller input on Pico Neo 3 and Pico Neo 4 devices.
- Add support for controller input on Magic Leap 2.
- Add
hand/*/pinch
,hand/*/poke
, andhand/*/grip
Devices. - Add support for using
lovr.headset
whenlovr.graphics
is disabled, on supported runtimes. - Add support for
elbow/left
andelbow/right
poses on Ultraleap hand tracking. - Add
lovr.headset.getDirection
. - Add
lovr.headset.isVisible
andlovr.visible
callback. - Add
lovr.recenter
callback. - Add
floor
Device. - Add
t.headset.seated
andlovr.headset.isSeated
. - Add
lovr.headset.stopVibration
. - Add
radius
fields to joint tables returned bylovr.headset.getSkeleton
. - Add support for "sprinting" in the headset simulator using the shift key.
Math
- Add capitalized globals for creating permanent vectors (
Vec2
,Vec3
,Vec4
,Quat
,Mat4
). - Add
Vec3:transform
,Vec4:transform
, andVec3:rotate
. - Add vector constants (
vec3.up
,vec2.one
,quat.identity
, etc.). - Add
Mat4:getTranslation/getRotation/getScale/getPose
. - Add variant of
Vec3:set
that takes aQuat
. - Add
Mat4:reflect
.
Physics
- Add
TerrainShape
. - Add
World:queryBox
andWorld:querySphere
. - Add
World:getTags
. - Add
Shape:get/setPose
. - Add missing
lovr.physics.newMeshShape
function. - Add
Collider:isDestroyed
.
System
- Add
lovr.system.wasKeyPressed/wasKeyReleased
. - Add
lovr.system.getMouseX
,lovr.system.getMouseY
, andlovr.system.getMousePosition
. - Add
lovr.system.isMouseDown
. - Add
lovr.mousepressed
,lovr.mousereleased
,lovr.mousemoved
, andlovr.wheelmoved
callbacks. - Add
lovr.system.has/setKeyRepeat
.
Thread
- Add support for vectors and lightuserdata with
Channel:push
andChannel:pop
.
Change
- Change
lovr.graphics.submit
to no longer invalidate Pass objects. - Change vector constructors to be callable metatables (allows adding custom methods).
- Change max size of vector pool to hold 16 million numbers instead of 64 thousand.
- Change
Pass:setBlendMode
/Pass:setColorWrite
to take an optional attachment index. - Change OpenXR driver to throttle update loop when headset session is idle.
- Change
lovr.graphics.newModel
to work when the asset references paths starting with./
. - Change
lovr.graphics.newModel
to error when the asset references paths starting with/
. - Change
lovr.graphics.newBuffer
to take format first instead of length/data. - Change
Pass:setStencilWrite
to only set the "stencil pass" action when given a single action, instead of all 3. - Change
lovr.graphics
to show a message box on Windows when Vulkan isn't supported. - Change plugin loader to call
JNI_OnLoad
on Android so plugins can use JNI. - Change
t.headset.overlay
to also support numeric values to control overlay sort order. - Change
World:isCollisionEnabledBetween
to takenil
s, which act as wildcard tags. - Change
Mat4:__tostring
to print matrix components. - Change
World:raycast
to prevent subsequent checks when the callback returnsfalse
. - Change
lovr.system.isKeyDown
to take multiple keys. - Change
lovr.headset.isDown/isTouched
to return nil instead of nothing. - Change
lovr.headset.getTime
to always start at 0 to avoid precision issues. - Change Pass viewport and scissor to apply to all draws in the Pass, instead of per-draw.
- Change nogame/error screen to use a transparent background on AR/passthrough headsets.
- Change VR simulator to use projected mouse position for hand pose (scroll controls distance).
- Change
lovr.headset.getDriver
to also return the OpenXR runtime name. - Change
pitchable
flag inlovr.audio.newSource
to default to true. - Change
Buffer:setData
,Buffer:clear
, andBuffer:getPointer
to work on permanent Buffers. - Change
lovr.timer.sleep
to have higher precision on Windows. - Change
lovr.headset.animate
to no longer require aDevice
argument (current variant is deprecated).
Fix
- Fix
lovr.physics.newBoxShape
always creating a cube. - Fix several issues related to VRAM leaks when creating Textures.
- Fix issue on Linux where the Vulkan library wouldn't get loaded properly.
- Fix macOS to not require the Vulkan SDK to be installed.
- Fix recentering on Quest.
- Fix headset mirror window to properly render in mono when a VR headset is connected.
- Fix window size not updating on resize or on highdpi displays.
- Fix
MeshShape
not working properly with some OBJ models. - Fix
Model:getNodeScale
to properly return the scale instead of the rotation. - Fix
Mat4:set
andMat4
constructors to properly use TRS order when scale is given. - Fix
lovr.graphics.newShader
to work withnil
shader code (usesunlit
shader). - Fix crash when
t.graphics.debug
is set but the validation layers aren't installed. - Fix a few memory leaks with Readbacks, Fonts, and compute Shaders.
- Fix
Pass:setProjection
to use an infinite far plane by default. - Fix
Texture:hasUsage
. - Fix
Pass:points
/Pass:line
to work with temporary vectors. - Fix
lovr.event.quit
to properly exit on Android/Quest. - Fix mounted zip paths sometimes not working with
lovr.filesystem.getDirectoryItems
. - Fix issue where temporary vectors didn't work in functions that accept colors.
- Fix crash when rendering multiple identical torus shapes in the same Pass.
- Fix
lovr.graphics.newShader
to error properly if the push constants block is too big. - Fix default
lovr.log
to not print secondstring.gsub
result. - Fix issue where
lovr.data.newImage
wouldn't initialize emptyImage
object pixels to zero. - Fix
Model:getMaterial
to work when given a string. - Fix issue where
Vec3:angle
would sometimes return NaNs. - Fix OpenXR driver when used with AR headsets.
- Fix vertex tangents (previously they only worked if the
normalMap
shader flag was set). - Fix error when minimizing the desktop window on Windows.
- Fix
DistanceJoint:getAnchors
. - Fix issue where
Material:getProperties
returned an incorrect uvScale. - Fix crash when uvShift/uvScale were given as tables in
lovr.graphics.newMaterial
. - Fix retina macOS windows.
- Fix issue where
Pass:capsule
didn't render anything when its length was zero. - Fix confusing console message when OpenXR is not installed.
- Fix issue where OBJ UVs were upside down.
- Fix issue where equirectangular skyboxes used an incorrect z direction.
- Fix seam when rendering equirectangular skyboxes with mipmaps.
- Fix font wrap when camera uses a projection matrix with a flipped up direction.
- Fix Model import when vertex colors are stored as vec3.
- Fix 24-bit WAV import.
- Fix issue with 3-letter vec3 swizzles.
- Fix error when subtracting a vector from a number.
- Fix error when adding a number and a temporary vector (in that order).
- Fix issue where
t.window = nil
wasn't working as intended. - Fix bug where some fonts would render glyphs inside out.
Deprecate
- Deprecate
lovr.graphics.getPass
(lovr.graphics.newPass
should be used instead). - Deprecate
Pass:getType
. All Pass objects support both compute and rendering (computes run before draws). - Deprecate
Pass:getTarget
(renamed toPass:getCanvas
). - Deprecate
Pass:getSampleCount
(Pass:getCanvas
returns asamples
key). - Deprecate
lovr.graphics.getBuffer
(Uselovr.graphics.newBuffer
or tables). - Deprecate variant of
lovr.graphics.newBuffer
that takes length/data as the first argument (put format first). - Deprecate
lovr.headset.get/setDisplayFrequency
(it's named `lovr....
Toad Rage
Add:
- Add ability to run individual Lua files in addition to folders.
- Add Vulkan renderer.
- Add capsule, cone, and torus shapes.
- Add
segments
option to planes. - Add option to draw a single node of a model.
- Add indirect draws and indirect compute.
- Add depth clamp and depth offset render states.
- Add support for configuring "stencil fail" and "depth fail" stencil actions.
- Add viewport and scissor render states.
- Add
Pass
objects for recording rendering work. - Add
Buffer
objects. - Add
Buffer:getPointer
for accessing FFI pointers to GPU memory. - Add support for half floats for vertex attributes and buffer data.
- Add texture views.
- Add single-pass rendering to multi-layer textures (array, cubemap, 3D).
- Add
r8
,rg8
,r16
,rg16
,rgba16
, andrgb565
image and texture formats. - Add
d32fs8
texture format. - Add support for BC4, BC5, BC6, and BC7 texture formats.
- Add support for loading uncompressed formats from DDS and KTX files.
- Add support for loading KTX2 textures.
- Add support for loading non-2D textures from image files.
- Add support for loading DDS and KTX textures in glTF models.
- Add support for the
KHR_texture_transform
glTF extension. - Add support for loading base64 images from glTF models.
- Add
Sampler
objects. - Add
Tally
objects for GPU queries. - Add
Readback
objects for asynchronous GPU readbacks. - Add
t.graphics.shadercache
option to cache compiled shaders to disk. - Add
lovr.graphics.compileShader
and the ability to load shaders from SPIR-V. - Add
normal
default shader. - Add
Font:getKerning
. - Add
Font:getLines
. - Add
Font:getVertices
. - Add support for rendering multicolor text.
- Add
Pass:blit
,Pass:clear
,Pass:copy
,Pass:mipmap
, andPass:read
for raw GPU transfers. - Add
lovr.graphics.isFormatSupported
andlovr.graphics.getDevice
. - Add
eye/gaze
Device. - Add
t.headset.submitdepth
flag to submit depth buffers to the OpenXR runtime. - Add
t.headset.overlay
conf.lua flag to run as an OpenXR overlay. - Add support for
keyboard
device pose on Oculus Quest. - Add support for reading hand tracking pinch strength (it's mapped to trigger).
- Add
thumbrest
DeviceButton. - Add OpenXR support for
a
,b
,x
, andy
DeviceButtons. - Add OpenXR support for
hand/left/point
andhand/right/point
Devices. - Add OpenXR support for Windows Mixed Reality controllers.
- Add OpenXR support for Oculus Quest hand tracking models via
lovr.headset.newModel
. - Add OpenXR support for Vive tracker devices.
- Add OpenXR support for
lovr.headset.getDisplayFrequency
. - Add
lovr.headset.setDisplayFrequency
andlovr.headset.getDisplayFrequencies
. - Add
lovr.headset.isFocused
. - Add
lovr.headset.getDeltaTime
. - Add support for passing
vec2
s as scale arguments. - Add support for passing numbers when calling functions on vectors.
- Add functions to
ModelData
(it didn't have any before, now it has lots). - Add bounding sphere to
Model
andModelData
. - Add ability to procedurally animate model node scales.
- Add
Model:getMetadata
to return raw JSON from glTF models. - Add
Rasterizer:getWidth
,Rasterizer:getDimensions
, andRasterizer:getBoundingBox
. - Add
Rasterizer:getKerning
andRasterizer:getBearing
. - Add
Rasterizer:getCurves
. - Add
Rasterizer:newImage
. - Add
Vec2:angle
,Vec3:angle
, andVec4:angle
. - Add
Vec2:equals
,Vec3:equals
,Vec4:equals
,Quat:equals
, andMat4:equals
. - Add
Sound:getCapacity
andSound:getByteStride
. - Add
Source:get/setPitch
. - Add
Source:isSpatial
andspatial
flag tolovr.audio.newSource
. - Add macOS support for requesting the
audiocapture
Permission withlovr.system.requestPermission
. - Add
World:getContacts
. - Add
World:get/setStepCount
. - Add
lovr.system.isKeyDown
.
Change:
- Change default headset driver to OpenXR.
- Change
lovr.headset.getSkeleton
to also return joint radii. - Change shader GLSL version to 4.60.
- Change desktop window to be mono.
- Change maximum view count from 2 to 6.
- Change default projection to have an infinite far plane with a reversed Z range.
- Change skeletal animation to use compute shaders.
- Change OBJ loader to support non-triangular faces.
- Change
setColor
to accept a second alpha parameter when using a hexcode. - Change
Source:setEffectEnabled
to error when called on a Source that has effects disabled. - Change
lovr.headset.isDown
to returnnil
instead offalse
when a button is not supported by a Device. - Change text rendering to print missing glyph characters instead of erroring on missing glyphs.
- Change
dt
parameter to use predicted headset display time delta instead of wallclock delta time, when available. - Change
lovr.math.noise
to use simplex noise instead of Perlin noise. - Change
lovr.filesystem.write
andlovr.filesystem.append
to return success instead of byte count. - Change window-related functions to be on
lovr.system
instead oflovr.graphics
. - Change
Font:get/setLineHeight
toFont:get/setLineSpacing
. - Change
lovr.graphics.stencil
to be split into separate "stencil test" and "stencil write" states.
Fix:
- Fix flickering on AMD GPUs
- Fix crash when calling
lovr.audio.setGeometry
orlovr.physics.newMeshCollider
with zero vertices/indices. - Fix
require
not finding plugins packaged as "all in one" Lua libraries. - Fix audio capture issues on Android.
- Fix Oculus Quest hand model orientation.
- Fix issue that would cause vectors to rarely get corrupted with nans in LuaJIT.
- Fix potential crash when using
Object:release
rapidly. - Fix bug where Collider friction had no effect, and set default friction to infinity instead of 0 (no behavior change).
- Fix issue preventing the audio, graphics, and headset modules from being
require
d in threads. - Fix issue with
lovr.math.gammaToLinear
andlovr.math.linearToGamma
when used with a table. - Fix error when calling
lovr.filesystem.getDirectoryItems
whentable.sort
is unavailable. - Fix
Mat4 * Vec3
. - Fix issue with
World:raycast
andMeshShape
s. - Fix bug where error screen wouldn't show up if there was an error in
lovr.draw
when using OpenXR. - Fix issue where
conf.lua
wouldn't get read properly on Android. - Fix error when passing LÖVR objects to
Thread:start
. - Fix bug where first command line argument would not be available in fused mode.
- Fix bug where Font vertex winding would be flipped when toggling
Font:setFlipEnabled
.
Remove:
- Remove OpenGL and WebGL renderers.
- Remove
rgb
andrgba4
texture formats. - Remove
Mesh
andShaderBlock
(they are replaced byBuffer
). - Remove
Canvas
(textures can be rendered to directly with render passes). - Remove arc primitive.
- Remove line width.
- Remove
Font:setFlipEnabled
(font flips automatically when needed). - Remove WebAssembly build (it will be back soon!)
- Remove
openvr
,oculus
,vrapi
,webxr
, andpico
headset drivers. - Remove
beacon
Devices. - Remove
lovr.headset.getDisplayMask
. - Remove
effects = false
flag fromlovr.audio.newSource
(usespatial
flag).
Government Goop
Add:
- Add support for Vive trackers (again)
- Add support for Quest 2
- Add
Device
s for elbows, shoulders, chest, waist, knees, feet, camera, and keyboard - Add support for OpenXR on Linux
- Add Windows Mixed Reality controller bindings for OpenVR
- Add
lovr.system
module - Add
lovr.permission
callback - Add plugin system
- Add support for
require
ing libraries inside APKs - Add UVs to
lovr.graphics.cylinder
- Add a stack trace to thread errors
- Add
Mat4:target
- Add support for binary STL models
- Add
t.audio.spatializer
to support switching audio spatializers - Add support for Oculus Audio Spatializer
- Add support for Steam Audio
- Add support for WAV sounds
- Add support for MP3 sounds
- Add support for ambisonic sounds
- Add
SampleFormat
for creating floating point Sounds - Add
t.audio.start
to control whether audio devices are automatically started - Add
lovr.audio.getDevices
,lovr.audio.setDevice
,lovr.audio.start
,lovr.audio.stop
, andlovr.audio.isStarted
- Add
lovr.audio.setGeometry
andAudioMaterial
- Add
lovr.audio.get/setAbsorption
- Add
Effect
,Source:isEffectEnabled
, andSource:setEffectEnabled
- Add
Source:get/setRadius
- Add
Source:get/setDirectivity
- Add
Source:clone
- Add
VolumeUnit
parameter tolovr.audio.get/setVolume
andSource:get/setVolume
- Add support for
lovr.headset.getVelocity
to the WebXR driver
Change:
- Change
SoundData
to be namedSound
- Change
TextureData
to be namedImage
- Change
Image:encode
to return aBlob
instead of writing to a file - Change default physics linear damping from
.01
to0
- Change
lovr.mirror
to correctly render transparent headset textures - Change
Mat4:lookAt
to compute a "look at" view matrix (useMat4:target
for the old behavior) - Change
lovr.filesystem.write
andlovr.filesystem.append
to accept Blobs - Change
lovr.headset
to submit empty frames whenlovr.draw
is missing (instead of not submitting anything) - Change default font shader to have more precise/sharp antialiasing
- Change
ShaderBlock:send
to accept a byte range when sending a Blob - Change
lovr.graphics.newFont
to accept custom glyph padding and SDF range values - Change
lovr.audio.isSpatialized
tolovr.audio.getSpatializer
- Change
Source:setCone
toSource:setDirectivity
- Change
samples
value ofTimeUnit
to be namedframes
.
Fix:
- Fix hand tracking orientation on Quest
- Fix improper vsync when changing headset drivers during a restart
- Fix graphics flickering on Intel GPUs
- Fix lovr.math when used on threads
- Fix crash when threads threw non-string errors
- Fix the
lovr.math.newCurve
variant that takes a single number for the point count - Fix issue where
Mat4:unpack
would sometimes returnnan
angles - Fix error screen erroring after a while when it ran out of vectors
- Fix error screen erroring when
t.math.globals
wasfalse
- Fix crash with
vrapi
driver when requesting pose for devices other than head/hands - Fix
lovr.filesystem.append
on unix - Fix
lovr.headset.getDisplayDimensions
to return dimensions for a single eye on the desktop driver - Fix
lovr.restart
andarg.restart
on WebAssembly - Fix
lovr.graphics.getBlendMode
when blending is disabled - Fix crash when moving a
Shape
when it isn't attached to a Collider - Fix issues with macOS Big Sur
- Fix text wrapping issue with lines ending in spaces
- Fix some crashes in lovr.physics to log warnings instead
Remove:
- Remove support for Oculus Go
- Remove
lua_modules
anddeps
from the default require paths - Remove
--root
command line argument - Remove
lovr.graphics.triangle
- Remove C require path (use plugins)
- Remove
enet
(use thelovr-enet
plugin) - Remove
cjson
(use thelovr-cjson
plugin) - Remove
AudioStream
(usestream
Sounds instead) - Remove
Source:getType
andSourceType
(usedecode
option of newSource/Sound) - Remove
Source:getBitDepth
,Source:getChannelCount
, andSource:getSampleRate
- Remove
lovr.audio.getMicrophoneNames
,lovr.audio.newMicrophone
, andMicrophone
- Remove
lovr.audio.update
- Remove
lovr.audio.pause
- Remove
lovr.audio.get/setVelocity
,Source:get/setVelocity
, andlovr.audio.get/setDopplerEffect
- Remove
Source:get/setFalloff
- Remove
Source:get/setPitch
- Remove
Source:get/setVolumeLimits
- Remove
Source:is/setRelative
Maximum Moss
Add:
- Add
lovr.headset.getSkeleton
. - Add
lovr.headset.animate
andanimated
flag tolovr.headset.newModel
. - Add
lovr.headset.wasPressed
andlovr.headset.wasReleased
. - Add
lovr.headset.getViewCount
,lovr.headset.getViewPose
,lovr.headset.getViewAngles
. - Add
beacon/1
,beacon/2
,beacon/3
, andbeacon/4
Devices. - Add
lovr.headset.getDisplayFrequency
. - Add
lovr.headset.getTime
. - Add a WebXR headset driver.
- Add a Pico headset driver.
- Add
lovr.keypressed
,lovr.keyreleased
, andlovr.textinput
callbacks. - Add
lovr.event.restart
,lovr.restart
callback, andarg.restart
for persisting data between restarts. - Add
lovr.resize
callback. - Add
lovr.log
callback. - Add
World:getColliders
. - Add
World:newMeshCollider
. - Add
Joint:setEnabled
andJoint:isEnabled
. - Add
Shape:setSensor
andShape:isSensor
. - Add
World:get/setResponseTime
,BallJoint:get/setResponseTime
, andDistanceJoint:get/setResponseTime
. - Add
World:get/setTightness
,BallJoint:get/setTightness
,DistanceJoint:get/setTightness
. - Add
lovr.graphics.getViewPose
andlovr.graphics.setViewPose
. - Add
lovr.graphics.getProjection
. - Add
t.graphics.debug
config flag. - Add
compute
limit tolovr.graphics.getLimits
. - Add
renderpasses
,buffers
,textures
,buffermemory
, andtexturememory
graphics stats. - Add
lovr.graphics.setColorMask
andlovr.graphics.getColorMask
. - Add
AudioStream:append
for procedural audio generation. - Add
SoundData:getBlob
andTextureData:getBlob
. - Add support for shadow sampler uniforms.
- Add
Texture:getCompareMode
andTexture:setCompareMode
. - Add
sampler2DMultiview
andtextureMultiview
helpers to shaders. - Add
highp
ShaderFlag. - Add
Shader:hasBlock
. - Add
Model:hasJoints
. - Add
:release
to all objects to immediately destroy them from Lua. - Add support for building with Lua 5.2, 5.3, and 5.4.
Change:
- Change physics module functions to accept vector objects.
- Change animated shaders to render properly with non-animated models.
- Change the desktop headset driver to rotate the controller based on mouse movement.
- Change the desktop headset driver to emit
lovr.focus
events when window focus changes. - Change the default headset clipping planes to
0.1
and100.0
on all backends. - Change
Thread:start
to accept arguments to pass to the Thread's function. - Change
Channel:peek
to return a second value indicating if a message was present. - Change
Microphone:getData
to take new count/destination/offset arguments. - Change
Mesh:setVertices
to accept aBlob
with vertex data. - Change
lovr.graphics.setProjection
to take a view index. - Change WebAssembly build to enable the thread module by default.
- Change the 1ms sleep in the run loop to a 0ms sleep.
- Change
Curve:render
to always return 2 points if the Curve is a line. - Change
Curve:render
to be faster. - Change
lovr.data.newTextureData
to allow filling in initial contents with a Blob. - Change
lovr.data.newTextureData
to accept a TextureData to clone. - Change
lovr.filesystem.getDirectoryItems
to omit.
and..
. - Change
lovr.filesystem.getDirectoryItems
to return sorted filenames. - Change
Shader:send
to return a boolean instead of erroring on failure. - Change
ShaderBlock:getShaderCode
to accept an optional namespace for accessing the block. - Change OBJ model loading to be faster.
- Change
Vec3:set
to accept aMat4
.
Fix:
- Fix many issues with the OpenXR headset driver.
- Fix an issue when restarting some projects that had multiple textures per draw.
- Fix an issue where OBJ models had no AABB.
- Fix an issue where
Channel:push
errored when a userdata was its only argument. - Fix a crash when passing
nil
tolovr.thread.newThread
. - Fix
lovr.data.newBlob(blob)
to properly copy data to the new Blob. - Fix an issue where textures could load upside down sometimes when using threads.
- Fix an issue with screen tearing on the bottom of the window on macOS.
- Fix an issue where
lovr.headset.getHands
returned an empty table on Linux. - Fix an issue with forced vsync breaking VR timing in new windows updates.
- Fix an issue where printing only whitespace characters would cause visual glitches.
- Fix several issues with stereo Shaders and Canvases on Android.
- Fix
lovr.graphics.getFeatures().compute
returningfalse
on Android. - Fix a confusing message when passing nothing to
lovr.graphics.points
/lovr.graphics.line
. - Fix issue with using Mesh attributes with integer types in shaders.
- Fix crash when using a
Blob
inShaderBlock:send
. - Fix
Thread:wait
on Windows.
Remove:
- Remove
webvr
headset driver (usewebxr
instead). - Remove
leap
headset driver (use the Ultraleap OpenXR API Layer instead). - Remove
oculusmobile
headset driver (usevrapi
instead). - Remove
SoundData:getPointer
andTextureData:getPointer
(use:getBlob
). - Remove
Source:resume
andlovr.audio.resume
(useSource:play
). - Remove
Source:rewind
andlovr.audio.rewind
(useSource:seek(0)
). - Remove
Source:isPaused
andSource:isStopped
(use:isPlaying
). - Remove
lovr.event.quit('restart')
variant. - Remove
t.hotkeys
config (uselovr.keypressed
andlovr.keyreleased
). - Remove
lovr.filesystem.getApplicationId
(uselovr.filesystem.getIdentity
). - Remove
anisotropic
FilterMode
(anisotropy can be used with any filter mode).
Very Velociraptor
Add:
- Add support for the Oculus Quest.
- Add support for Valve Index controllers.
- Add support for SteamVR actions.
- Add support for Leap Motion.
- Add an OpenXR headset driver.
- Add a new
standard
PBR shader. - Add the ability to have multiple headset tracking drivers active at once.
- Add
strength
andfrequency
parameters tolovr.headset.vibrate
. - Add
lovr.headset.getDisplayMask
. - Add
lovr.headset.isTracked
. - Add support for hexcode colors.
- Add
vec2
andvec4
objects. - Add vector properties and vector swizzles.
- Add support for loading KTX and ASTC textures.
- Add
TextureData:paste
for copying between TextureData objects. - Add
TextureData:getFormat
. - Add default hotkeys: Escape to quit and F5 to reload, configurable using the
t.hotkeys
conf flag. - Add
flags
argument tolovr.graphics.newShader
for configuring shaders without writing GLSL. - Add
DefaultShader
enum for creating instances of built-in shaders. - Add an
animated
shader flag to automatically make shaders animated. - Add
lovr.graphics.tick
andlovr.graphics.tock
for accurate GPU profiling. - Add
getPose
andsetPose
functions tolovr.audio
,Source
, andCollider
. - Add
Model:pose
andModel:getNodePose
functions for modifying individual joints in a Model. - Add support for cubic spline animation keyframe interpolation in glTF assets.
- Add support for embedded base64 data in glTF assets.
- Add
astc
,dxt
,instancedstereo
,multiview
, andtimers
GraphicsFeatures. - Add experimental tup build system as an alternative to CMake.
- Add
lovr.math.drain
function for freeing temporary vectors. - Add a
t.window.resizable
flag to make the mirror window resizable. - Add a
t.window.vsync
hint to control vsync (may be ignored if necessary for proper VR timing). - Add
getNodeCount
,getMaterialCount
, andgetAnimationCount
toModel
.
Change:
- Change mobile renderer to use optimized multiview rendering.
- Change all rendering to stall the GPU way less. Everything is faster.
- Change Android to use LuaJIT by default.
- Change vectors to be temporary by default, use
new
-prefixed functions for permanent vectors. - Change
lovr.filesystem.read
to accept and return the number of bytes read. - Change
lovr.filesystem
to follow symbolic links. - Change
lovr.graphics.newMesh
to accept aBlob
for binary vertex data. - Change
fake
headset driver todesktop
. - Change
TextureData:getPixel
/setPixel
to support more formats:rgb
,r32f
,rg32f
,rgba32f
. - Change
lovr.graphics.getSystemLimits
tolovr.graphics.getLimits
. - Change
lovr.graphics.getSupported
tolovr.graphics.getFeatures
. - Change
lovr.graphics.plane
to accept optional uv coordinates to draw a subregion of a Texture. - Change
Font:getWidth
to also return the number of wrapped lines. - Change
lovr.thread.newThread
to accept a filename or aBlob
. - Change
lovr.headset.getType
tolovr.headset.getName
, returning the raw headset name string. - Change
lovr.graphics.circle
size argument to be a radius instead of a diameter. - Change
MULTICANVAS
shader define to be amulticanvas
shader flag. - Change
Source:getDirection
,:setDirection
toSource:getOrientation
,setOrientation
. - Change nogame screen to use a signed distance field shader instead of an image (!).
Fix:
- Fix problems when creating Blobs with a negative size.
- Fix many bugs or missing features with the glTF importer.
- Fix issue where refcounting was not thread safe.
- Fix vertex winding order of cylinders and spheres.
- Fix an issue where the error screen wouldn't show up when the headset module was disabled.
- Fix console output on Windows.
Remove:
- Remove
Animator
objects, they are replaced by theModel:animate
function. - Remove
Controller
objects, equivalent functions that accept a Device are now inlovr.headset
. - Remove
lovr.headset.isMounted
, uselovr.headset.isDown('head', 'proximity')
instead. - Remove controller-related callbacks (
controlleradded/removed/pressed/released
). - Remove orientation arguments from
lovr.graphics.skybox
, rotation is automatically applied. - Remove
Pool
objects, there is a default temporary vector Pool built in tolovr.math
. - Remove
t.gammacorrect
conf flag, all rendering is gamma correct now.
Mushroom Detector
Community
- LÖVR was ported to Android! See
lovr-oculus-mobile
from @mcclure. - There's a new live-reloading wrapper,
lodr
, from @mcclure. - See
lovr-native-example
for easily integrating C code into a project. - The documentation has a new version selector dropdown.
- The WebAssembly build is down to 1MB!
- New example: Spectator Camera.
Framework
Add:
- Add an Android port, with official support for the Oculus Go and Gear VR.
- Add support for the Oculus Desktop SDK (LibOVR).
- Add automatic batching and instancing of draw calls.
- Add
vec3
,mat4
,quat
, andPool
objects tolovr.math
. - Add support for Vive trackers (they are exposed as Controllers).
- Add
go
andgear
HeadsetTypes. - Add
oculus
andoculusmobile
HeadsetDrivers. - Add the
lovr.mirror
callback for custom rendering to the desktop window. - Add
Controller:getVelocity
andController:getAngularVelocity
. - Add
Curve
objects for working with Bézier curves. - Add
Canvas:getDepthTexture
. - Add
lovr.headset.getBoundsGeometry
(again). - Add
lovr.headset.getMirrorTexture
. - Add
lovr.graphics.discard
. - Add
lovr.graphics.flush
. - Add
lovr.graphics.setAlphaSampling
andlovr.graphics.getAlphaSampling
. - Add
lovr.graphics.setProjection
. - Add
lovr.graphics.getPixelDensity
. - Add
lovr.graphics.hasWindow
. - Add
ubyte
,short
,ushort
, anduint
types for Mesh attributes. - Add
Font:hasGlyphs
. - Add
Font:getRasterizer
. - Add
Font:isFlipEnabled
andFont:setFlipEnabled
. - Add
ShaderBlock:read
. - Add
lovr.filesystem.getApplicationId
. - Add the
--root
command line argument to run a project from a directory inside an archive. - Add a default HTML file used in the emscripten build, so you don't need to write it yourself.
Change:
- Change API functions to accept vectors and matrices in addition to numbers, where relevant.
- Change some matrix and vector math functions to use SIMD intrinsics.
- Change
lovr.headset.setMirrored
and thet.headset.mirrored
conf.lua flag to take a HeadsetEye. - Change the mirror window to use the currently active color and shader.
- Change
lovr.graphics.setBlendMode
to acceptnil
to disable blending. - Change
lovr.graphics.triangle
to take multiple triangles to draw. - Change
lovr.graphics.cylinder
to take position, rotation, and scale (length) arguments. - Change
lovr.graphics.newShaderBlock
to take aBlockType
instead of awritable
flag. - Change
lovr.graphics.newMesh
andlovr.graphics.newShaderBlock
to accept areadable
flag. - Change
lovr.graphics.fill
to accept a subregion of the input Texture to use. - Change
emissive
colors in Materials to default to black instead of white. - Change
lovr.graphics.getSystemLimits
to return the maximum ShaderBlock size (blocksize
). - Change
lovr.filesystem.mount
to accept a path inside the archive to mount. - Change the
depth
flag oflovr.graphics.newCanvas
to additionally accept a table withformat
andreadable
keys for creating a Canvas with a readable depth buffer. - Change
Animator
functions to accept both animation names and indices. - Change
DrawMode
toDrawStyle
andMeshDrawMode
toDrawMode
(enum values are unchanged). - Change
DepthFormat
to be merged intoTextureFormat
(enum values are unchanged). - Change
lovr.graphics.newCanvas
to create Textures with theclamp
TextureWrap. - Change
Font:setPixelDensity
to acceptnil
to reset the density to the default. - Change the
computeshaders
graphics feature tocompute
. - Change the default font to Varela Round.
- Change
lovr.getOS
to returnAndroid
on Android. - Change build system to be more modular and configurable. Modules can be individually included or excluded, and it's possible to choose whether to use libraries already on the system or compile them from the
deps
folder.
Fix:
- Fix a bug where
lovr.filesystem.unmount
was not exposed. - Fix a memory corruption when using
Channel:peek
. - Fix a bug where Microphones wouldn't clean up properly when they were destroyed.
- Fix fonts to render tabs as four spaces instead of...whatever they were doing.
Remove:
- Remove
Transform
objects (usemat4
instead). - Remove support for importing FBX models (
fbx2gltf
can be used to convert to glTF). - Remove
VertexData
. - Remove most of the
ModelData
API. - Remove
Model:getMesh
. - Remove
replace
BlendMode. - Remove
Mesh:drawInstanced
andModel:drawInstanced
(draw
takes an instance count now). - Remove
lovr.headset.setMirrored
,lovr.headset.isMirrored
, and thet.headset.mirror
flag. - Remove variant of
lovr.headset.getPose
(and getPosition/getOrientation) that took a HeadsetEye. - Remove
ShaderBlock:isWritable
(useShaderBlock:getType
). - Remove
Canvas:getDepthFormat
(useCanvas:getDepthTexture
instead).
Ginormous Giraffe
Community
- There are new
lovr-keyboard
andlovr-mouse
libraries for mouse and keyboard input. - Nightly builds for Windows can be downloaded from https://lovr.org/download/nightly.
- Prebuilt binaries for macOS can be downloaded from https://lovr.org/download/mac.
- The WebAssembly build is 30% smaller.
Framework
Add:
- Add
Microphone
objects,lovr.audio.getMicrophoneNames
, andlovr.audio.newMicrophone
. - Add
SoundData
objects for accessing individual samples of sound files andSource:getType
. - Add support for compute shaders via
lovr.graphics.newComputeShader
andlovr.graphics.compute
. - Add
ShaderBlock
objects for efficiently sending large amounts of data to Shaders. - Add
AudioStream:decode
to decode a chunk of audio and return it as a SoundData. - Add a new
lineloop
value forMeshDrawMode
. - Add
lovr.math.noise
for perlin noise. - Support
require
ing C libraries (.dll, .so) files as LÖVR modules. - Add
Material:setTransform
andMaterial:getTransform
for using subregions of textures or applying other texture coordinate transformations. - Add
Texture:getMipmapCount
. - Add support for new Texture/Canvas formats:
rgba4
,r16f
,r32f
,rg16f
,rg32f
,rgb5a1
,rgb10a2
. - Add support for loading HDR image files in unclipped floating point texture formats.
- Add
Texture:getFormat
. - Add
conf.headset.msaa
to control the antialiasing of the headset Canvas (it can be different from the MSAA of the desktop window now). - Add
lovr.graphics.getSupported
so you can figure out if compute shaders are supported.
Change:
- Change rendering to use single pass stereo rendering on supported graphics cards. This renders both eyes at the same time which should reduce CPU usage and nearly double rendering performance.
- Change fonts to use stb_truetype instead of FreeType, which seems to improve text quality.
- Change
lovr.audio.newSource
to accept aSourceType
so you can create a Source backed by either an AudioStream or a SoundData. - Change
lovr.graphics.newShader
to accept Blobs containing shader source code. - Change
lovr.filesystem.getRequirePath
andlovr.filesystem.setRequirePath
to support C require paths. - Change the default
lovr.filesystem
to look inlua_modules
for Lua modules for better luarocks integration. - Change
Texture:replacePixels
to accept an x/y offset and a mipmap level to replace. - Change
Texture:getWidth
,Texture:getHeight
, andTexture:getDimensions
to accept an optional mipmap level. - Change
lovr.graphics.newShader
to work with strings longer than 8,192 characters. - Change
lovr.data.newTextureData
to support an optional texture format. - Change
Transform:getMatrix
to accept a table to fill with values.
Fix:
- Fix an issue where the no game screen's
conf.lua
wasn't loading properly. - Fix
lovr.event.push
to work with custom event names. - Fix
lovr.graphics.getBlendMode
to report correct values. - Fix various memory leaks.
Remove:
- Remove
AudioStream:seek
. - Remove support for COLLADA models.
- Remove support for loading tga, bmp, and gif textures.
Hangry Goose
Community
- LÖVR now has haxe bindings thanks to @shakesoda!
- The documentation is exposed as JSON at https://lovr.org/api/data.
- The WebVR runtime has been rewritten to be faster and more stable.
Framework
Add:
- Add the
lovr.thread
module,Thread
objects,Channel
objects, and thelovr.threaderror
callback. - Add the ability to render to multiple Canvas objects simultaneously and
lovr.graphics.getCanvas
andlovr.graphics.setCanvas
. - Add support for 2D array textures and 3D volume textures.
- Add the
lovr.mount
callback andlovr.headset.isMounted
for detecting when/if the headset is on a head. - Add
lovr.data
module andAudioStream
,ModelData
,Rasterizer
,TextureData
, andVertexData
objects. - Add a variant of
lovr.event.quit
that restarts instead of quitting. - Add
Texture:replacePixels
for modifying Texture contents. - Add variants of
lovr.graphics.clear
for clearing the depth and stencil buffers to custom values. - Add a second parameter to
lovr.graphics.setDepthTest
for controlling whether the depth buffer is written to. - Add
ModelData:getVertexData
for access to raw vertex data in models. - Add new
MaterialTexture
s for PBR maps:emissive
,metalness
,roughness
,occlusion
, andnormal
. They are loaded for new Models by default. - Add
MaterialScalar
,Material:getScalar
, andMaterial:setScalar
for metalness and roughness properties. - Add an
emissive
MaterialColor
. - Add a
mipmaps
flag tolovr.graphics.newTexture
andlovr.graphics.newCanvas
. - Add
lovr.audio.getDopplerEffect
andlovr.audio.setDopplerEffect
(removed in a previous version). - Add
lovrTangent
as a vec3 accessible to Shaders and load tangents from Models. - Add
Mesh:attachAttributes
andMesh:detachAttributes
for improved instancing support. - Add
lovr.filesystem.getRequirePath
andlovr.filesystem.setRequirePath
. - Add
lovr.filesystem.getWorkingDirectory
. - Add
Canvas:newTextureData
for reading pixel data from Canvas objects.
Change:
- Change
lovr.timer.getFPS
to average over the last 90 frames instead of 60. - Change
lovr.graphics.newCanvas
to error when given negative/zero sizes. - Change
Canvas:renderTo
to error if a function isn't supplied to it. - Change
Canvas:renderTo
to pass extra arguments to the render callback. - Change
lovr.graphics.plane
to accept separate x/y scales for the plane. - Change
Source:getChannels
toSource:getChannelCount
. - Change the fake headset driver to use right click instead of left click for the controller trigger.
- Change
lovr.controllerpressed
andlovr.controllerreleased
to passnil
instead of'unknown'
for unknown controller buttons. - Change
lovr.graphics.newMesh
andMesh:setVertices
to accept aVertexData
object to load vertices from. - Change
Mesh:setVertexMap
to accept aBlob
for fast vertex map updating. - Change
Shader:send
to accept aBlob
for updating Shaders with arbitrary binary data. - Change
Collider:getShapeList
toCollider:getShapes
. - Change
Collider:getJointList
toCollider:getJoints
and also fix it. - Change the fake headset driver to respect the
lovr.headset.setMirrored
function. - Change the default window size.
- Change the main loop to a cooperative coroutine-based loop.
- Change
Blob:getFilename
toBlob:getName
.
Fix:
- Fix sphere UV coordinates to be flipped for correct texture mapping.
- Fix issues with transforms of non-animated models.
- Fix
require
when used with dot-separated module paths. - Fix a bug where
conf.lua
would be loaded from the working directory if one wasn't present in the project. - Fix a crash when
lovr.headset.getDisplayDimensions
was called before the first frame was rendered. - Fix
Joint:getType
returningnil
for DistanceJoints. - Fix
Texture:setFilter
not doing anything for cubemap textures. - Fix a bug where sources would sometimes not be able to play again after ending.
- Fix
lovr.audio.newSource
to show an error message when passed an invalid file. - Fix an edge case in quaternion interpolation that caused some animations with rotations to be bad.
- Fix
Model:getAABB
. - Fix the winding order of cubes rendered with
lovr.graphics.cube
. - Fix
lovr.load
to correctly pass in the argument table.
Remove:
- Remove the
lovr.step
callback. It is now returned fromlovr.run
. - Remove
lovr.headset.getBoundsGeometry
. - Remove
lovr.headset.isPresent
. - Remove the ability to modify the view matrix and the
MatrixType
enum. - Remove the variant
lovr.graphics.plane(texture)
for drawing fullscreen quads, it has its ownlovr.graphics.fill
function now. - Remove a variant of
lovr.filesystem.newBlob
that creates a Blob from a string, uselovr.data.newBlob
instead.
v0.9.1
Add:
- Add
Canvas
objects. - Add floating point texture formats.
- Add official support for Windows Mixed Reality headsets through OpenVR.
- Add
lovr.graphics.stencil
,lovr.graphics.getStencilTest
, andlovr.graphics.setStencilTest
. - Add
lovr.headset.getPose
andController:getPose
. - Add
lovr.graphics.getStats
.
Change:
- Change error messages to be better when requiring or loading files that don't exist.
Fix:
- Fix a bug where updating array uniforms wasn't working.
- Fix a bug where animations had their weight initially set to 0.
- Fix a bug where controller render models weren't working properly.
Remove:
- Remove
Texture:renderTo
and variants oflovr.graphics.newTexture
that created framebuffers. - Remove
lovr.headset.getEyePosition
. An HeadsetEye can now optionally be specified as the first argument tolovr.headset.getPosition
,lovr.headset.getOrientation
, andlovr.headset.getPose
.