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Releases: shiena/godot-xreal

Release v1.2.4

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@github-actions github-actions released this 25 Aug 20:04

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

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@github-actions github-actions released this 19 Aug 18:47
2a61224

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

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@github-actions github-actions released this 16 Aug 06:43
89d1401

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

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@github-actions github-actions released this 12 Aug 14:26

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

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@github-actions github-actions released this 08 Aug 16:17

Features

  • drive XREAL glasses through the standard Godot XR nodes

Release v1.1.2

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@github-actions github-actions released this 05 Aug 15:50
acf3cad

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

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@github-actions github-actions released this 02 Aug 20:24

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

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@github-actions github-actions released this 31 Jul 06:28

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

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@github-actions github-actions released this 28 Jul 19:02

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

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@github-actions github-actions released this 27 Jul 09:44

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