Releases: signorpipo/wle-pp
Releases · signorpipo/wle-pp
v0.4.4
Edit:
- Bug fixing and adjustments
v0.4.3
New:
- added more settings to the experimental locomotion component, for example
- more teleport related settings, to specify the materials to use, the distance, the kind of teleport (Shift/Blink)
- gravity settings
- default locomotion type (smooth/teleport)
- add
DebugVisualManager.drawUIText
to easily draw debug text in the front of the Player- this can be very useful to print stuff that u would normally add to the console but prefer to always have visible in your view (e.g. the speed)
Edit:
- two more params have been added to easy tune variables constructors, so u might have to adjust when u create them
onValueChangedEventListener
, that u can use to specify directly on construction a way to update the variable in your class directly on changenew EasyTuneNumber("Float", this.value, (newValue) => this.value = newValue, ...)
showOnWidget
, used to specify if a variable should show up in the widget, so u can hide the ones u still want to have in the code
- easy tune variables creation can now be done directly above where u use it, even every frame, a quick and dirty solution for quick testing
- before the new variable would have overwritten the previous one, where now this does not happen
-
// u can now do this in update Globals.getEasyTuneVariables().add(new EasyTuneNumber("Float", 1); this.value = Globals.getEasyTuneVariables().get("Float");
- since u can now specify a callback on construction this is not as useful but can still be a way to add a quick temporary way to tune a value
- renamed
PlayerPivot
toReferenceSpace
- the
Player
object can finally be set to 0 and does not need to be rotated 180 degrees to look where u want to in the scene - this is a sort of a breaking change:
- u need to reassign the
ReferenceSpace
object in thepp-gateway
component - u need to rotate the
ReferenceSpace
object 180 degrees on the Y in the scene
- u need to reassign the
- the
v0.4.2
New:
- added more settings to the experimental locomotion component, for example
- more teleport related settings, to specify the materials to use, the distance, the kind of teleport (Shift/Blink)
- gravity settings
- add
DebugVisualManager.drawUIText
to easily draw debug text in the front of the Player- this can be very useful to print stuff that u would normally add to the console but prefer to always have visible in your view (e.g. the speed)
Edit:
- two more params have been added to easy tune variables constructors, so u might have to adjust when u create them
onValueChangedEventListener
, that u can use to specify directly on construction a way to update the variable in your class directly on changenew EasyTuneNumber("Float", this.value, (newValue) => this.value = newValue, ...)
showOnWidget
, used to specify if a variable should show up in the widget, so u can hide the ones u still want to have in the code
- easy tune variables creation can now be done directly above where u use it, even every frame, a quick and dirty solution for quick testing
- before the new variable would have overwritten the previous one, where now this does not happen
-
// u can now do this in update Globals.getEasyTuneVariables().add(new EasyTuneNumber("Float", 1); this.value = Globals.getEasyTuneVariables().get("Float");
- since u can now specify a callback on construction this is not as useful but can still be a way to add a quick temporary way to tune a value
- renamed
PlayerPivot
toReferenceSpace
- the
Player
object can finally be set to 0 and does not need to be rotated 180 degrees to look where u want to in the scene - this is a sort of a breaking change:
- u need to reassign the
ReferenceSpace
object in thepp-gateway
component - u need to rotate the
ReferenceSpace
object 180 degrees on the Y in the scene
- u need to reassign the
- the
v0.4.1
This version marks a lot of changes for the library.
The main changes are:
- PP has switched from being a global variable with every definition inside it to import/export
- this means that u can't do
PP.Class
anymore but u have to import theClass
from its module
- this means that u can't do
- Global variables are not under
PP.my
anymore, but u have to get themPP.myLeftGamepad
is now, for example,Globals.getLeftGamepad()
- The setup for the PP library is simpler now, you basically just need to add the
pp-gateway
component to your scene- on this component you will find various options to customize the PP library
- Even though the extensions (like the object extension) are still used and need for the PP library, you can now use them as normal Utils functions
- u can either do
object.pp_lookAt(position)
orObjectUtils.lookAt(object, position)
- u can either do
vector.vec3_add(otherVector)
orVec3Utils.add(vector, otherVector)
- u can either do
- Some APIs have changed so u might need to adjust functions names and params
- Thanks to the switch to import/export u will have a better auto-completion from the code editor
- The locomotion is still in an experimental phase but is now more stable and there are more params exposed on the component
- You can still access both
PP
andWL
in the console at runtime for debugging purposes - Every function that u can import from a Utils can also be imported singularly
- u can import
MeshUtils
and doMeshUtils.clone
or directly import theclone
function - this is true not only for
Utils
but also for other kinds of "functions collectors" likeGlobals
- u can import
v0.4.0
This version marks a lot of changes for the library.
The main changes are:
- PP has switched from being a global variable with every definition inside it to import/export
- this means that u can't do
PP.Class
anymore but u have to import theClass
from its module
- this means that u can't do
- Global variables are not under
PP.my
anymore, but u have to get themPP.myLeftGamepad
is now, for example,Globals.getLeftGamepad()
- The setup for the PP library is simpler now, you basically just need to add the
pp-gateway
component to your scene- on this component you will find various options to customize the PP library
- Even though the extensions (like the object extension) are still used and need for the PP library, you can now use them as normal Utils functions
- u can either do
object.pp_lookAt(position)
orObjectUtils.lookAt(object, position)
- u can either do
vector.vec3_add(otherVector)
orVec3Utils.add(vector, otherVector)
- u can either do
- Some APIs have changed so u might need to adjust functions names and params
- Thanks to the switch to import/export u will have a better auto-completion from the code editor
- The locomotion is still in an experimental phase but is now more stable and there are more params exposed on the component
- You can still access both
PP
andWL
in the console at runtime for debugging purposes - Every function that u can import from a Utils can also be imported singularly
- u can import
MeshUtils
and doMeshUtils.clone
or directly import theclone
function - this is true not only for
Utils
but also for other kinds of "functions collectors" likeGlobals
- u can import
v0.3.5
New:
- added experimental locomotion, good luck with it!
PP.DebugFunctionPerformanceAnalyzer
-> let you specify a class or an object instance and count all the calls that are being made on its functions as for its total execution time- added the
pp-gateway
component which takes care of the part of the setup for thePP
library that does not require any editor interaction
Edit:
- lots of optimizations for the
array extension
getAxesInfo
andregisterAxesEventListener
now require aPP.GamepadAxesID
parameter, for examplePP.GamepadAxesID.THUMBSTICK
v0.3.3
New:
- added experimental locomotion, good luck with it!
PP.DebugFunctionPerformanceAnalyzer
-> let you specify a class or an object instance and count all the calls that are being made on its functions as for its total execution time
Edit:
- lots of optimizations for the
array extension
getAxesInfo
andregisterAxesEventListener
now require aPP.GamepadAxesID
parameter, for examplePP.GamepadAxesID.THUMBSTICK
v0.3.0
New:
pp-virtual-gamepad
-> add a virtual gamepad interface so that u are able to use the gamepad even on mobile devices- add
scene extension
, a set of functions added toWL.scene
likepp_getRoot()
orpp_getObjectByName("name")
pp-show-fps
-> component that shows the fps in the corner of the screenPP.VisualManager
-> a new feature based on thePP.DebugManager
to draw visual at runtime like lines, arrows and raycastsPP.TrackedHandJointPose
-> let you easily retrieve the transform and velocities of a given tracked hand joint- this comes with other feature related to the tracked hand like
pp-tracked-hand-draw-joint
to visualize a specific joint, orpp-set-tracked-hand-joint-local-transform
to set the transform of the object as one of the joint, locally to the player
- this comes with other feature related to the tracked hand like
Edit:
- changed
PP.ButtonType
toPP.GamepadButtonID
- sync with Wonderland Engine 0.9.5
- the
easy tune
now let you import and export the variables you have tuned at runtime PP.DebugManager
now uses the new visual feature under the hood- the
object extension
now let you stringify the object withpp_toString
- the tools like the
console vr
or theeasy tune
can now be used even in non VR - the gamepad feature now supports thumb rest button
v0.2.10
New:
- add
scene extension
, a set of functions added toWL.scene
likepp_getRoot()
orpp_getObjectByName("name")
pp-show-fps
-> component that shows the fps in the corner of the screenPP.VisualManager
-> a new feature based on thePP.DebugManager
to draw visual at runtime like lines, arrows and raycastsPP.TrackedHandJointPose
-> let you easily retrieve the transform and velocities of a given tracked hand joint- this comes with other feature related to the tracked hand like
pp-tracked-hand-draw-joint
to visualize a specific joint, orpp-set-tracked-hand-joint-local-transform
to set the transform of the object as one of the joint, locally to the player
- this comes with other feature related to the tracked hand like
Edit:
- changed
PP.ButtonType
toPP.GamepadButtonID
- sync with Wonderland Engine 0.9.4
- the
easy tune
now let you import and export the variables you have tuned at runtime PP.DebugManager
now uses the new visual feature under the hood- the
object extension
now let you stringify the object withpp_toString
- the tools like the
console vr
or theeasy tune
can now be used even in non VR - the gamepad feature now supports thumb rest button
v0.2.9
New:
- add
scene extension
, a set of functions added toWL.scene
likepp_getRoot()
orpp_getObjectByName("name")
pp-show-fps
-> component that shows the fps in the corner of the screenPP.VisualManager
-> a new feature based on thePP.DebugManager
to draw visual at runtime like lines, arrows and raycastsPP.TrackedHandJointPose
-> let you easily retrieve the transform and velocities of a given tracked hand joint- this comes with other feature related to the tracked hand like
pp-tracked-hand-draw-joint
to visualize a specific joint, orpp-set-tracked-hand-joint-local-transform
to set the transform of the object as one of the joint, locally to the player
- this comes with other feature related to the tracked hand like
Edit:
- sync with Wonderland Engine 0.9.4
- the
easy tune
now let you import and export the variables you have tuned at runtime PP.DebugManager
now uses the new visual feature under the hood- the
object extension
now let you stringify the object withpp_toString
- the tools like the
console vr
or theeasy tune
can now be used even in non VR - the gamepad feature now supports thumb rest button