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Releases: shiena/godot-xreal
Releases · shiena/godot-xreal
Release list
Release v1.2.4
Documentation
- say that the render scale has no property override
Features
- make Mobile the default with tear-free 60 FPS glasses sync
- let the render scale be swept on device again
- fall back to wait-idle sync without VK_KHR_external_semaphore_fd
Miscellaneous
- move constant-size chunking to as_chunks
Refactoring
- drop encoder-only mode, unreachable since the prop went
Release v1.2.3
Bug Fixes
- wait for live capability snapshot
- reject duplicate AR feature owners
- declare the encoder input as gamma-encoded
Miscellaneous
- update the lockfile to gdext 0.5.5
Refactoring
- type every declaration in the demo scripts
- type the capability retry declarations
Release v1.2.2
Bug Fixes
- drop the eye-image calibrations left over in demo/
- mirror the eye image on the GL path too
- flip the RGB camera's V where it is sampled
- flip the frame handed to the encoder
- flip the encoder copy on the Vulkan path too
- fail the export when the APK is not freshly written
- import the project before running doctool
- stop negating Y on depth-mesh blocks
- drop the Y negation from the hand pose
- wind depth-mesh triangles to face the room
- use the canonical conversion for planes, anchors and images
- publish the palm as the tracker's "default" pose
- apply Godot's bone adjustment to every joint orientation
- split the phone's polling out of poll_xreal_controller
Documentation
- keep the user-facing pages to the current state
- record the Air 2 Ultra verification and correct what it disproved
- regenerate the XrealHandTracker class reference
- restyle the README set against the writing-style skills
Features
- drive your own hand models from the trackers
- let a tracked hand aim and click the controller
- expose hand aiming as a runtime switch
- let the stream and recorder pick what fills the background
- expose Android system properties to GDScript
- aim a plain XRController3D and report capabilities in one call
Refactoring
- drop the SDK's Multiview mode, leaving Multipass
Release v1.2.1
Bug Fixes
- mirror the eye image vertically on every submission path
- pair the eye image's orientation with the head pose
- honour the project's 3D quality settings on the eye viewports
- declare Gamma, not Linear, as the eye textures' colour space
Release v1.2.0
Features
- drive XREAL glasses through the standard Godot XR nodes
Release v1.1.2
Documentation
- split docs into user/ and develop/, refresh the READMEs
Features
- add XRInterface multiview proof of concept
Miscellaneous
- regenerate stubs and API docs for XrealXrInterface
Release v1.1.1
Bug Fixes
- rename a parameter that shadowed Node.set_name
Features
- add per-eye render scale
- skip redundant host 3d pass
- add scale blit and camera inheritance
- add project-configured adaptive render scale
Release v1.1.0
Bug Fixes
- quote Godot export arguments in build.ps1
- sample the encoder backend at start time, not component _ready
- correct RGB camera colours on the Forward Mobile renderer
- pack camera chroma as RGBA8 so Texture2DRD Cr is not lost
- default the glasses bridge to tear-free wait-idle sync
Documentation
- record stage-1 results, the design review and next steps
- settle the stage-2 design against the codex second opinion
- stage-3a device results and the stage-3 design settlement
- settle the stage-4 design against the codex second opinion
- regenerate for the stage-4 encoder APIs and the Texture2D getters
- document the Vulkan renderer support (user + developer docs)
- note the Vulkan glasses FPS constraint (tear-free 52 vs 60)
Features
- stage-0 AHB->EGLImage->GL bridge probe, GO on Beam Pro
- dispatch the glasses GL path on the runtime renderer
- add the "Android Vulkan" test export preset
- stage 1 - gate the FPV encoder off under Vulkan
- land the three adopted stage-1 follow-up gates
- stage 2 - glasses rendering under Vulkan via an opaque-fd bridge
- default the bridge to the pipelined-fence sync; record results
- stage 3b - camera vk_rd upload path (texture_update + Texture2DRD)
- stage 3b verified on device; vk_rd becomes the Vulkan default
- stage 4 - FPV stream and mp4 recording under Vulkan
- stage-4 device pass - ping-pong alternation fix + diagnostics
- encoder-only mode + periodic-IDR workaround (both device-verified)
- default the IDR workaround ON via the xreal/idr_workaround setting
Miscellaneous
- regenerate doc artifacts for the encoder capability API
- regenerate doc artifacts for the Texture2D getters
- regenerate doc artifacts for the stage-4 encoder APIs
- regenerate doc artifacts for the encoder-backend API doc
- fix the stale "bridge not yet implemented" renderer log
Release v1.0.12
CI/CD
- ship godot_xreal.gdextension inside addons/godot_xreal
Features
- move the vendored XREAL core .so into addons/godot_xreal
Release v1.0.11
Bug Fixes
- publish snapshots to Documents, and convert them the right way up
- stop reversing the depth mesh's triangles, which flipped them twice
Features
- print the LAN address, and make the HTTP bind explicit