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path: root/modules/openxr/openxr_interface.h
AgeCommit message (Collapse)Author
2023-02-02Add XR Environment Blend Mode SupportRon Bessems
2023-01-31Added methods to OpenXR interface to set which action sets are activeBastiaan Olij
2023-01-05One Copyright Update to rule them allRémi Verschelde
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".
2022-10-19Filter out HTC OpenXR paths based on extensionBastiaan Olij
2022-10-10Adding support for the OpenXR Display Refresh Rate extensionBastiaan Olij
2022-10-05Adding getters to RenderTarget and implementing override functionality for XRBastiaan Olij
2022-09-27Add Passthrough extension wrapperGabor Koncz
2022-07-25Code quality: Fix header guards consistencyRémi Verschelde
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
2022-07-23Implement Vector4, Vector4i, Projectionreduz
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.
2022-03-25Cleanup OpenXR on initialisation failureBastiaan Olij
2022-03-10Adding signals and events to OpenXR interfaceBastiaan Olij
Improving interaction profile logic
2022-02-23Implementing OpenXR driverBastiaan Olij