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path: root/modules/webxr/webxr_interface_js.h
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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".
2022-12-01Get WebXR fully working in Godot 4!David Snopek
2022-09-19Get WebXR minimally working again in Godot 4David Snopek
2022-08-29[Web] Rename JavaScript platform to Web.Fabio Alessandrelli
Also rename export name from "HTML5" to "Web".
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.
2022-01-26Improve XRInterface hooks into renderingBastiaan Olij
2022-01-04Style: Remove inconsistently used `@author` docstringsRémi Verschelde
Each file in Godot has had multiple contributors who co-authored it over the years, and the information of who was the original person to create that file is not very relevant, especially when used so inconsistently. `git blame` is a much better way to know who initially authored or later modified a given chunk of code, and most IDEs now have good integration to show this information.
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-10-17Rework XR positional trackersBastiaan Olij
2021-09-21Change to using doubles in XR classesBastiaan Olij
2021-08-26Adding GDExtension support to XRInterfaceBastiaan Olij
2021-07-17Re-enable building WebXR in GitHub ActionsDavid Snopek
2021-07-15[HTML5] Fix build (with module_webxr_enabled=no).Fabio Alessandrelli
The XR API changed a bit, and it's not just a rename, though probably an easy update for someone who is qualified :).
2021-06-13Add stereoscopic rendering through multiviewBastiaan Olij
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-03-29Change XRPositionalTracker to a reference and better expose it to GDNativeBastiaan Olij
2021-01-27Prevent fatal error in WebXR when 'immersize-ar' loses and regains trackingDavid Snopek
2021-01-04Add support for WebXRDavid Snopek