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M desktop #5
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M desktop #5
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this adds the replacement map in the visual style of a holodeck *some scenes needed additional adjustments
this adds a table replacement model to suit the rest of the visual style changed teleporter material changed instructions meshinstance3d material
Optimise holodeck shaders
added suggested changes by malcolmnixon those include adding a color rect to the keyboard_test_screen from the pointer demo and adjusting the baseblack material of the tables, now it is a grey material
Demo visuals phase one
Change environment handling so we can use WorldEnvironment in levels
* added stash sound to snap zones added optional stash sound to snap zones the way this works is that on snap it checks if the pickable object has a audiostreamplayer3d and if then make sure to stop its audio and play the stash sound on the audiostreamplayer3d node of the snapped pickable and if there is no audio node then pass * added area audio node this adds a area audio node along with a area audio type node what it does in a nutshell, it can play a touch sound when an object enters it since for example all the interactables are extensions of the area3d node, the audio node can work with those as well imagine u got a lightswitch or a button, now u can have sound when u touch it ooh and i made a audio Fx icon * Update area_audio.gd * added audio demo scene base / arcade floor material this adds the base scene for the audio demo with the arcade floor material * added pingpong / token assets this adds the pingpong models - ball/ racket/ table along with the token coin adds phymat for pingpong/ basketball adds poses Note: these assets are made by me Digitaln8m4r3 and am licensing these under CC0 Public Domain, will add a license file in the next commits * added pickable_adio and type / added basketball model adds pickable audio nodes adds basketball model with 4 different material/ baseColor variations reorganized my folder under assets * added arcade hoops machine and pingpong table this adds the arcade hoops machine pingpong table with racket and ball added license file to digitaln8m4r3 assets adds public domain audio files from freesound.org added the audio demo to the main menu and removed the footstep demo from the main menu added soundtrack from the starcourt mall by bryan teoh added holodeck small version fixed snap zone stash sound not working fixed typo in pickable_audio.gd * attempt - gdlint fix and fix hoops play button colliders * made hoops ctrl string modular now u can type in what message u want to be displayed on the board when u +score +the game ends +before the game starts * next attempt at gdlint * additionial typo fixes and another gdlint attempt * added footstep provider to the audio demo added footstep Note: i might expand this audio demo in future with a jump pad arcade to demonstrate the footstep system in a better way * updated with suggested changes this makes the area and pickable audio nodes extend from audiostreamplayer3d and this way removing the need of adding the audiostreamplayer3d node in the first place updated snap_zone.tscn with a audiostreamplayer3d node and removed the check for if one is present or not inside the snap_zone.gd script moved the audio resource files into area and pickable subfolders of the audio_demo/audio folder * added inherited scenes for area/pickable_audio to ease the process of adding the audio nodes, now u can just add them as a inherited scene arcade_hoops_ctrl: adjusted the time of point where the token gets queue_free * Implemented decal floor shader (#5) lgtm and thanks for takin the time to do this, it adds a lot to the visual appeal so nice that you made this into a res saving shader --------- Co-authored-by: Bastiaan Olij <mux213@gmail.com>
Add dead zone to user settings
…on to fix slope movement. (GodotVR#484)
Handle both Godot 4.0 and 4.1 by detecting whether render_target_size_multiplier is implemented. Add comment explaining Godot 4.1+ support. Added change to VERSIONS.md
Fix minor gdlint issues Added ability to enable/disable pushing bodies. Added control over collision layer and mask. Organized properties into categories.
…#491) This allows more complicated hand trees, and is necessary for collision-hand implementations.
This commit implements basic collision hands by: - Adding a new XRToolsCollisionHand script and scenes with physics priority of -90 (after body, but before everything else) - Adding collision exclusions between XRToolsCollisionHand and any held XRToolsPickable - Modified XRToolsPickable to track held objects to the ancestor XRController3D - Modified XRToolsClimbable so it creates dynamic grab "handles" when grabbed by the player - Modified XRToolsMovementClimb to use the dynamic grab "handles" Co-authored-by: Miodrag Sejic <56046022+DigitalN8m4r3@users.noreply.github.com>
…ormal vector Merge player_up_plane/player_up_vector to player_up vector (GodotVR#494)
Support providing custom material property Fix tool-script issue when clearing scene Move properties into logical groups
Grouped function pointer propertes. Added laser material and hit-material properties. Added target material and radius properties. Modified the virtual keyboard so its viewport properties are accessible and defaulted to opaque/unshaded. Added custom pointer settings to the demo.
…odotVR#497) Use affine_inverse for global_to_viewport to handle scaling.
Added more properties to customize teleport Add support for custom player meshes.
Replace increase/decrease_is_closest methods with highlight_request method. Modified XRToolsFunctionPickup to use highlight_request to request highlighting. Modified XRToolsSnapZone to forward highlight_request to picked up object.
…ze zones which cause the player to resize (via tweaking XRServer.world_scale around) Added player-size zones to numerous test scenes Modified teleporter to reset XRServer.world_scale to 1:1 (GodotVR#496) Added the "UI Objects" layer to godot-xr-tools and the relevant objects (pointer, poke, viewport) Added enhanced control pad to all demo scenes Added poke input to all demo scenes to support interacting with the control pad Fixed player scaling issues with crouching and poke Update versions.md Reset resource IDs
Added passing of user_data between scenes. Added default handling of string/vector3/transform3d user_data as spawn-point. Added extended documentation about staging signals and methods. Modified demo teleporter to support optional spawn-point data. Add minor-breakage comment to VERSIONS.md. Disable warnings for unused parameters on interface functions intended for overriding. Added support for user_data objects with "get_spawn_position" method.
Added teleport logic to XRToolsPlayerBody Modified XRToolsFunctionTeleport to use players teleport logic Added XRToolsTeleportArea to teleport player to target Added demo teleport area to teleport demo scene Modified teleport function to work in players local orientation
Changed pointer-event dispatching Added multi-touch events to viewport_2d_in_3d Modified virtual-keyboard to use TouchScreenButton Modified pointer-demo to demonstrate multiple function pointers Added ability to suppress XRToolsFunctionPointer when close to bodies/areas Moved laser-pointer to extend out of index finder
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