Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-10-19 | Filter out HTC OpenXR paths based on extension | Bastiaan Olij | |
2022-10-10 | Adding support for the OpenXR Display Refresh Rate extension | Bastiaan Olij | |
2022-10-05 | Adding getters to RenderTarget and implementing override functionality for XR | Bastiaan Olij | |
2022-09-27 | Add Passthrough extension wrapper | Gabor Koncz | |
2022-07-25 | Code quality: Fix header guards consistency | RĂ©mi Verschelde | |
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards. | |||
2022-07-23 | Implement Vector4, Vector4i, Projection | reduz | |
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. | |||
2022-03-25 | Cleanup OpenXR on initialisation failure | Bastiaan Olij | |
2022-03-10 | Adding signals and events to OpenXR interface | Bastiaan Olij | |
Improving interaction profile logic | |||
2022-02-23 | Implementing OpenXR driver | Bastiaan Olij | |