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AgeCommit message (Collapse)Author
2022-11-02Style: Misc docs and comment style and language fixesRémi Verschelde
- 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`.
2022-10-30Fixed signal connection examples to use new callable syntax in the docsAnutrix
2022-10-21Add multiview to the opengl3 driverDavid Snopek
2022-10-04Rename Projection `matrix` to `columns`Aaron Franke
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".
2022-08-08Rename the argument tag to param in XML documentationYuri Sizov
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.
2022-05-04Merge pull request #60723 from reduz/refactor-module-initializationRémi Verschelde
2022-05-04Refactor module initializationreduz
* 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).
2022-04-29Rename Basis "elements" to "rows"Aaron Franke
2022-04-20Fix more issues found by cppcheck.bruvzg
2022-03-10Discern between virtual and abstract class bindingsreduz
* 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.
2022-02-16Style: Cleanup single-line blocks, semicolons, dead codeRémi Verschelde
Remove currently unused implementation of TextureBasisU, could be re-added later on if needed and ported.
2022-02-15Add an XML schema for documentationHugo Locurcio
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
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
2021-09-28Improve unregistering XR interfaces so we don't get crashes in GDExtensions ↵Bastiaan Olij
by destroying the XRServer too early
2021-09-21Change to using doubles in XR classesBastiaan Olij
2021-09-20Don't generate empty doc sections and reduce code duplicationAaron Franke
2021-08-26Adding GDExtension support to XRInterfaceBastiaan Olij
2021-07-30doc: Use self-closing tags for `return` and `argument`Rémi Verschelde
For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
2021-07-25Fix various typos with codespellluz paz
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-21WebXR: Fix build after SNAME additionRémi Verschelde
Was missed as WebXR build was disabled prior to #50563.
2021-07-21Merge pull request #50563 from dsnopek/webxr-enable-ciRémi Verschelde
Re-enable building WebXR in GitHub Actions
2021-07-18Optimize StringName usagereduz
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
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 :).
2021-07-13Implement the ability to disable classesreduz
* This PR adds the ability to disable classes when building. * For now it's only possible to do this via command like: `scons disable_classes=RayCast2D,Area3D` * Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-13Add stereoscopic rendering through multiviewBastiaan Olij
2021-06-03Disable 3D-only modules when 3D is disabledAaron Franke
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-05-20Fix typos with codespellRémi Verschelde
Using codespell 2.0.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick fave findn GIRD leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
2021-04-29Replace remaining uses of `NULL` with `nullptr`Rémi Verschelde
Follow-up to #38736 (these uses were likely added after this PR was merged).
2021-04-28Fixes #48178: WebXR broken when built with Emscripten 2.0.13 or laterDavid Snopek
2021-03-29Change XRPositionalTracker to a reference and better expose it to GDNativeBastiaan Olij
2021-03-23Rename some more global enums (Key, Joy, MIDI)Aaron Franke
2021-02-21Add missing semicolons to webxr.eterns.jsMarcel Admiraal
2021-01-30Fix WebXRInterface code sample in the class referenceHugo Locurcio
This also fixes the code sample's indentation to look correct in the editor help.
2021-01-28Remove reference to CanvasLayer in WebXR example, because it can cause ↵David Snopek
rendering issues in AR.
2021-01-27Prevent fatal error in WebXR when 'immersize-ar' loses and regains trackingDavid Snopek
2021-01-25Support mono devices in WebXRDavid Snopek
2021-01-10Merge pull request #45054 from dsnopek/webxr-yaxis-masterRémi Verschelde
Invert the Y-axis on thumbsticks and trackpads in WebXR
2021-01-10Fix WebXR module.Fabio Alessandrelli
Some functions and enums were renamed in 4.0 but not updated in the WebXR code.
2021-01-09Invert the Y-axis on thumbsticks and trackpads in WebXRDavid Snopek
2021-01-06doc: Sync classref with current sourceRémi Verschelde