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* Merge commit godotengine/godot@8004c7524fb9f43425c4d6f614410a76678e0f7cSpartan3222024-10-301-13/+13
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| * Set clang-format `RemoveSemicolon` rule to `true`Adam Scott2024-10-251-13/+13
| | | | | | | | - Set clang-format `Standard` rule to `c++20`
* | Fix copyright headers referring to GodotSpartan3222024-10-278-16/+16
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* | Rebrand preambles to RedotDubhghlas McLaughlin2024-10-119-0/+18
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* | Rebrand Godot to RedotRandolph W. Aarseth II2024-10-111-6/+6
|/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Add Linux Editor tests workflow matrix Add Windows Editor w/ Mono workflow matrix Add Generate Glue Code job to Windows workflow Add Build GodotSharp job to Windows workflow Add godot compatibility version references Add Godot author info Add Godot version compatibility info Add Godot donor info Add Godot authors and donors to editor_about.cpp Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* Docs: remove duplicate wordsMax Hilbrunner2024-09-301-1/+1
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* SCons: Add unobtrusive type hints in SCons filesThaddeus Crews2024-09-251-0/+1
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* Expose a function to create textures from a native handle in the ↵David Snopek2024-09-191-2/+2
| | | | compatibility renderer
* Fix support for environment blend modes on `WebXRInterface`David Snopek2024-06-265-3/+59
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* Improve WebXR API docs related to hand tracking supportDavid Snopek2024-06-261-6/+11
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* Merge pull request #93614 from Malcolmnixon/webxr-hand-tracking-palm-rotationRémi Verschelde2024-06-261-6/+14
|\ | | | | | | Fix WebXR palm joint calculation to include rotation
| * This PR modifies how the WebXR palm joint transform is calculated so it also ↵Malcolm Nixon2024-06-251-6/+14
| | | | | | | | has the correct rotation.
* | [WebXR] Fix closure compiler mangling `XRSession.enabledFeatures`David Snopek2024-06-252-1/+7
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* Upgrade to eslint 9patwork2024-05-221-5/+6
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* Use Core/Scene stringnames consistentlykobewi2024-05-131-1/+2
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* Remove the Hand enum from XRHandTracker to fix name-collision with the hand ↵Malcolm Nixon2024-04-251-1/+1
| | | | | | property of the base class. Co-Authored-By: David Snopek <191561+dsnopek@users.noreply.github.com>
* Rework XR Trackers to have a common ancestor. Allow creation of XRNode3D to ↵Malcolm Nixon2024-04-186-12/+63
| | | | drive node positions and visibility.
* Fix lint errors in WebXR moduleDavid Snopek2024-02-231-2/+2
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* WebXR: Add support for hand trackingDavid Snopek2024-02-238-26/+182
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* Add screen-related attributes to mouse input eventsMarkus Sauermann2024-02-051-0/+1
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* Add MSAA support for WebXRDavid Snopek2023-12-111-26/+12
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* Doctool: Remove version attribute from XML headerRémi Verschelde2023-07-061-1/+1
| | | | | | We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
* Bump version to 4.2-devRémi Verschelde2023-07-051-1/+1
| | | | Keep on waitin'
* Style: Harmonize header includes in modulesRémi Verschelde2023-06-153-4/+6
| | | | | | | | | | | | | | | | | | | | This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module ("local" includes) should be listed first in their own block using relative paths, before Godot's "core" includes which use "absolute" (project folder relative) paths, and finally thirdparty includes. Includes in `#ifdef`s come after their relevant section, i.e. the overall structure is: - Local includes * Conditional local includes - Core includes * Conditional core includes - Thirdparty includes * Conditional thirdparty includes
* Validate code tags in documentation for potential paramsYuri Sizov2023-04-261-6/+6
| | | | | | | Adds a check to make_rst to look for matches between the text inside of the [code][/code] tag and known param identifiers. Fixes most of what was revealed.
* Merge pull request #72938 from dsnopek/webxr-frame-rateRémi Verschelde2023-04-118-0/+129
|\ | | | | [WebXR] Add support for getting and setting display refresh rate
| * [WebXR] Add support for getting and setting display refresh rateDavid Snopek2023-02-108-0/+129
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* | Add a get_system_info method to XRInterfaceBastiaan Olij2023-03-152-0/+11
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* | Bump version to 4.1-devRémi Verschelde2023-03-011-1/+1
| | | | | | | | Can't stop, won't stop, they said, huh?
* | Fix byte packing (and buffer overrun) in godot_webxr_get_bounds_geometry()David Snopek2023-02-101-4/+3
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* Update WebXR tutorial link to point at the Godot 4 versionDavid Snopek2023-01-251-1/+1
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* Correctly apply world_scale in WebXRDavid Snopek2023-01-231-9/+3
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* Class reference: snake_case .gd filenames, _on_*Doug Thompson2023-01-151-2/+2
| | | | | This is for: https://github.com/godotengine/godot-docs/issues/6245
* One Copyright Update to rule them allRémi Verschelde2023-01-058-232/+233
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Get WebXR fully working in Godot 4!David Snopek2022-12-018-408/+1560
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* Fix WebXR after changing Emscripten configuration noExitRuntime to falseDavid Snopek2022-11-101-1/+3
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* Style: Misc docs and comment style and language fixesRémi Verschelde2022-11-021-1/+1
| | | | | | | | | | - Removed empty paragraphs in XML. - Consistently use bold style for "Example:", on a new line. - Fix usage of `[code]` when hyperlinks could be used (`[member]`, `[constant]`). - Fix invalid usage of backticks for inline code in BBCode. - Fix some American/British English spelling inconsistencies. - Other minor fixes spotted along the way, including typo fixes with codespell. - Don't specify `@GlobalScope` for `enum` and `constant`.
* Fixed signal connection examples to use new callable syntax in the docsAnutrix2022-10-301-5/+5
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* Add multiview to the opengl3 driverDavid Snopek2022-10-213-18/+28
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* Rename Projection `matrix` to `columns`Aaron Franke2022-10-041-3/+3
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* Get WebXR minimally working again in Godot 4David Snopek2022-09-195-194/+59
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* [Web] Rename JavaScript platform to Web.Fabio Alessandrelli2022-08-295-10/+10
| | | | Also rename export name from "HTML5" to "Web".
* Rename the argument tag to param in XML documentationYuri Sizov2022-08-081-11/+11
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* Code quality: Fix header guards consistencyRémi Verschelde2022-07-251-1/+1
| | | | | Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
* Implement Vector4, Vector4i, Projectionreduz2022-07-232-3/+3
| | | | | | | | | | | | | Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
* Merge pull request #60723 from reduz/refactor-module-initializationRémi Verschelde2022-05-042-4/+14
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| * Refactor module initializationreduz2022-05-042-4/+14
| | | | | | | | | | | | | | * Changed to use the same stages as extensions. * Makes the initialization more coherent, helping solve problems due to lack of stages. * Makes it easier to port between module and extension. * removed the DRIVER initialization level (no longer needed).
* | Rename Basis "elements" to "rows"Aaron Franke2022-04-291-9/+9
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* Fix more issues found by cppcheck.bruvzg2022-04-201-2/+2
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* Discern between virtual and abstract class bindingsreduz2022-03-101-1/+1
| | | | | | | | | | | | | | * Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract". * Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions. * Converted a large amount of classes from "abstract" to "virtual" where it makes sense. Most classes that make sense have been converted. Missing: * Physics servers * VideoStream * Script* classes. which will go in a separate PR due to the complexity involved.