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News

v3.0.4

  • A-Frame 1.4.0 support confirmation
    • Updated dependencies and fixed tests and examples
    • No API changes

v3.0.3

  • A-Frame 1.3.0 support confirmation
    • Updated dependencies and fixed tests and examples
    • No API changes

v3.0.1

  • A-Frame 1.0.4 support confirmation
    • Updated dependencies and fixed tests
    • No notable changes

v3.0.0

  • The 'Less is More' update. This package has scope has been narrowed to keep it maintainable, increase the frequency of updates, and allow for focus on implementing new gestures instead of peripheral components.
    • progressive-controls and a-locomotor removed from this repo. I understand progressive-controls was fairly popular, but is has a compatibility issue with the latest A-Frame which was holding up releases for the entire package. I intend to refactor it and release it in another library, but you can still use the last version by including its source file in your project.
  • Smarter raycasting support: chooses nearest intersected entity first, reordering stack as distances change (* if the raycaster in use updates intersection objects' distances)
  • Improved nested entity handling: only one component can react to each gesture event.
  • Improved stretching of complex physics bodies: all shapes, child entity shapes, and offsets are updated
  • Added support for 'worker' and other aframe-physics-system drivers in grabbable
  • v2.x deprecations removed: drag-droppable component and super-hands.colliderState property.

v2.1.0

  • A-Frame v0.8.0 (WIP/master branch) support
  • Deprecate super-hands.colliderState
    • colliderEndEvent and colliderEndEventProperty now supported by sphere-collider
  • Deprecate drag-droppable; replace with separate draggable and droppable reaction components. droppable can selectively accept or reject attempted 'drag-drop' gestures depending on the entity being dropped on it.
  • progressive-controls updates
    • Use mixins for customization
    • Remove extra controller on ground from single controller setups
    • Add controllerModel option to bypass default controller models

v2.0.2

  • A-Frame v0.7.0 and master support
  • Implement aframe-machinima-testing for automated functional testing using motion captured user input
  • Bug fixes:
    • Improved handling of touch (eliminate doubled events)
    • Fix odd behavior of repeatedly or simultaneously grabbed objects

v2.0.1

  • Bug fixes:
    • 'mouseup' now fires correctly on target entities
    • Fixed lingering hover when progressive-controls advances from gaze mode
    • Fixed lingering hovers when progressive-controls in point mode
    • Fixed some new files being excluded from babelify & breaking uglify

v2.0.0

  • Consistent experience across devices: super-hands now provides interactivity for all levels of VR controls: desktop mouse, mobile touch ("magic window"), cardboard button, 3DOF (GearVR and Daydram), and 6DOF (Vive and Oculus Touch)
    • progressive-controls meta-component to automatically setup interactive controls on any device from desktop to Vive
    • Upgraded grabbable reaction component.
      • Now works with pointing and moving at a distance, e.g. with 3DOF controllers and laser-controls, using controller orientation and position to move grabbed entities
  • Button mapping for reaction components: each reaction component now has startButtons and endButtons schema properties to specify acceptable buttons. This allows different entities to react to different buttons. For example a-locomotor's grabbable can be set to respond to different buttons than other grabbable entities so that grabbing entities and locomotion are separate gestures for the user.
  • a-locomotor now functions independently from colliders; removed add-to-colliders attribute.
  • Performance improvements in grabbable and stretchable
  • Gesture initiation changed to occur only on button press rather than button press and collision. Pressing a button in empty space and then moving into an object will no long scoop it up in a grab.

v1.1.0

  • Compatibility with desktop mouse control via A-Frame cursor component
    • Added new schema property colliderEventProperty to configure where in the event.details to look for the collision target
    • Requires some configuration of schema properties, see new example: Mouse Controls
  • Select examples now have avatar-replayer to preview actions without needing VR equipment

v1.0.1

  • A-Frame v0.6.0 compatibility: fixed issue with camera freezing when using a-locomotor's automatic camera config
  • Updated documentation and examples with latest versions of aframe-extras and aframe-physics-system.

v1.0.0

  • a-locomotor: drop-in freedom of motion for WebVR experiences with this new primitive
  • Maturation of A-Frame style API: Reaction components now need to cancel gesture events in order to communicate acceptance of the gesture to super-hands. This improves state tracking and handling of overlapping/nested entities
  • Improved Global Event Handlers integration:
    • When overlapping entities create multiple potential targets for GEH events, the events fire on all potential targets
    • click now functions more like its mouse counterpart, only firing if a mouseup occurs after a mousedown and without losing collision with the target entity
  • Two-handed grabbing: grabbable can now process grabs from multiple super-hands entities. In non-physics interactions, this makes passing entities between hands much easier. In physics-based interactions, this creates multiple constraints for advanced handling
  • strechable flexibility: state tracking of hands attempting to stretch moved from super-hands to strechable. This should allow for different avatars in a multi-user setting to stretch a single entity cooperatively
  • Added machinima testing for automated testing based on motion-captured user input to improve regression detection